Nagafen hits a lot harder than 225 on TLP.I said I don't understand the appeal, I didn't assert that THJ was garbage. Clearly people found it enjoyable as evidenced by the fanboyism here. I just don't get THJ's massive popularity when other emus had done similar things before and there are so many other games to play. They've broken a kind of barrier in achieving this level of popularity because emus have a stigma to overcome (custom content ones in particular) and most players dismiss them out of hand.
I suppose it's functionally irrelevant whether the NPC is easier or the player is stronger as the end result is virtually the same but if I saw Nagafen's max hit wasn't 225 in my client chat it would bother me.
Dumb fuck when you're making money you have incentive to develop the game and code numerous QoL improvements. You think the entire self found and dungeon system they where about to launch came about because they where looking to kill some time.You understand that it's the concept and execution that lead to the money and not the other way around. In the first week of the server's launch it was pulling in 10's of thousands of dollars and people were joking about Cata and Aporia having lamborghini money even then. It snowballed from there when people realized the game was fun, which led to the devs following their vision and devote more time to the polish.
Secrets claimed earlier to have a hand in developing the multiclass code a while ago and how that was nothing new or special so you're wrong about that claim as well.
Not only that, if you think just throwing more money at development for games leads to better results you're not just wrong, you're also retarded.

Not sure if you are trolling or seriously do not understand causality and the flow of fucking time but they spend many years coding/developing the concept for THJ earning 0 dollars > THEN launched the thing that was super fucking popular and starting making money.Dumb fuck when you're making money you have incentive to develop the game and code numerous QoL improvements. You think the entire self found and dungeon system they where about to launch came about because they where looking to kill some time.
Thanks for the confirmation you are retarded and have no idea what you're talking about.Dumb fuck when you're making money you have incentive to develop the game and code numerous QoL improvements. You think the entire self found and dungeon system they where about to launch came about because they where looking to kill some time.

It really does showcase the laughable amount of ignorance on display when they have no god damn clue who they are attempting to explain emus to.Torrid just dont bother responding to these idiots, some guy who's never played an emu and played eq in 2002 is trying to act like his opinion on the best emu ever is relevant. then you got tards talking about tlp as if that's anything remotely close to real eq
big yikes in this forum, the only smart person here is the one who said paying secrets money would produce a better eq server, and they're right. secrets has been behind every single success for non-official eq servers/things hands down. that troon has done more for the emu scene, for creativity, not jsut reverse engineering than any other emu or eq dev.

Nagafen hits a lot harder than 225 on TLP.


The interplay between the multiple class AA's and the spell power/etc concepts they added made for a lot of fun builds. Things could be surprisingly powerful (or total shit). While there were certainly some meta builds, people were discovering new powerful setups all the time. Sometimes a new item from a new expansion would open up a totally new build. For example, wizard crit AA's could multiply life steal damage (enhanced by spell power), the healing component of which would be further multiple by healer crit AA's. My life taps would CH me. Wizards didn't have a ton of upside other than some of these AA gimmicks, but each class had a few things they could add to totally transform what the other classes were bringing to the table.
The server was pretty well balanced. With bad AAs and a poorly optimized combo, you were relatively weak. If you wanted to push through Time (or what never top raid zone), you had to work on understanding the builds, interactions, and how to optimally itemize it. There was a lot to tune and test and upgrades could feel meaningful.
The gear also had three levels, and you could upgrade them through playing. Upgraded stuff at the highest level was extremely strong. Between working on your class/build, AA's, chasing gear and leveling gear, there was a lot to do.
There was a healthy dynamic of having your build work well enough that you can kill a boss that is challenging, nostalgic, and drops a lottery of very lucrative stuff (possibly upgraded) which sells like crazy on the bazaar, which was extremely active. This all funneled into money that you could use to pour into a new build you were theory crafting.
On top of this, it was a very active server so there was a nice social element. People firing off MGBs in the bazaar and lively chat and whatnot. Also was more devoid of the anti social TLP types. Very refreshing.
It played differently to the EZ server. Eventually you get spit out into content that is no longer easy. On THJ you have a lot of tools at your disposal to try to get over that hump. Required some resourcefulness on your part. On EZ it felt like you were just pushed to add boxes.
It seemed like a cool way to explore the zones and content of EQ up to PoP without having to treat it like a second job.I said I don't understand the appeal, I didn't assert that THJ was garbage. Clearly people found it enjoyable as evidenced by the fanboyism here. I just don't get THJ's massive popularity when other emus had done similar things before and there are so many other games to play. They've broken a kind of barrier in achieving this level of popularity because emus have a stigma to overcome (custom content ones in particular) and most players dismiss them out of hand.
I suppose it's functionally irrelevant whether the NPC is easier or the player is stronger as the end result is virtually the same but if I saw Nagafen's max hit wasn't 225 in my client chat it would bother me.
Avatar of War hits for 299-1154 damage, with an attack delay of about 1.7 seconds. Innate dual wield with possible a chance to triple off the main hand because of the warrior class ability which NPCs also used to have. In old EQ mobs could in fact rarely quintuple attack. (no longer the case on Daybreak servers) Flurry rate of 6% chance per round. AoW has (and is typical for Kael bosses) a very large to-hit modifier (roughly +800 but this is hard to measure), and as you would expect a significant offense ATK bonus (~+225), meaning hits will land for max much more often and be avoided much less often than attacks from typical NPC.AoW was rolling quads 3k+ dmg non-slowable as fuck just like it was back in 2001. The stats were all correct dude i don't know why you cant wrap your head around that, well as correct as any emulator ever is.
