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View Full Version : Spells: Mobs CHing From Unknown Spell


Socratic
05-04-2014, 10:01 PM
Seen it 3 times today so far. Once in Seb while killing a reaver, twice trying to kill Overking in Chardok.

These seem to be the relevant lines:

Chardok Overking:
[Sun May 04 20:29:16 2014] Overking Bathezid begins to cast a spell.
[Sun May 04 20:29:26 2014] Overking Bathezid regains concentration and continues casting.
[Sun May 04 20:29:26 2014] Overking Bathezid is the victim of an unknown spell.
(my logs did not catch the 2nd CH he did during this fight)

Sebilis Myconid Reaver:
[Sun May 04 16:56:45 2014] myconid priest begins to cast a spell.
[Sun May 04 16:56:55 2014] Myconid reaver is the victim of an unknown spell.

In all of these cases the "unknown spell" resulted in the effected mob instantly returning to 100% health. Also in both of these cases the resulting HP gain was far far more than a traditional CH (Overking for example went from 40% to 100% twice in the same fight).

Thanks for reading.

evilkorn
05-04-2014, 10:33 PM
Went back in my logs and remembered him ch'ing on our raid too.

[Sun Apr 27 18:32:58 2014] Overking Bathezid is the victim of an unknown spell.

mrmop520
05-04-2014, 11:28 PM
This happened on Lady Vox as well. She healed from 35% or so to a full 100% with the same message.

Socratic
05-05-2014, 03:51 AM
No the bug is in the amount that the heal is landing for. Overking has always cast CH, and when it lands it goes up a good amount of hp, but never all the way back to 100%. Complete Heal has always had a cap. Currently for NPCs it doesn't (or it's so high it effectively doesn't).

nilbog
05-05-2014, 11:28 AM
No the bug is in the amount that the heal is landing for. Overking has always cast CH, and when it lands it goes up a good amount of hp, but never all the way back to 100%. Complete Heal has always had a cap. Currently for NPCs it doesn't (or it's so high it effectively doesn't).

This was a recent change for npcs that cheal. Vox, for example, wouldn't CH until she was below 50%, which would take her to full life. so, 32/2, that's at least a 16k heal.

That can be discussed more, but the most evident bug here is that the spell is being referred to as unknown. That is fixed as soon as there is a spells_us.txt update.

Detoxx
05-05-2014, 01:40 PM
Overking healed from 35% to 100, which is probably 20k hp. And Vox has always started CHing at 40%, just like almost every other mob that CHs and it would heal about 30% because of the 10k limit on CH. Are you saying that now every mob that CHs will not longer have a cap on it?

Socratic
05-05-2014, 01:43 PM
I can't speak to Vox, as I don't know a ton about that encounter, but as someone who has farmed near triple digits worth of Overking I can say that a heal landing when he is sub30% HP has never taken him to 100%, and it does now.

He has been spamming CH after 40% for long that I've been around this server, and we've had many heals land. This isn't normal.

If you guys changed CH to be a true CH and not have a hp cap then that's fine, but it isn't clear that's what you're saying. Your post sounds more like you think it's still healing for what it used to, but that the mobs are healing earlier, and that's simply not the case.

nilbog
05-05-2014, 01:57 PM
Are you saying that now every mob that CHs will not longer have a cap on it?

Yes. This was a change we made for the beta server that went in live, and not in the patch notes.

Sorry if this was unclear:
Vox, for example, wouldn't CH until she was below 50%, which would take her to full life. so, 32/2, that's at least a 16k heal. I wasn't saying how it was on p99, but how it was in classic. There was some talk in our dev area about it, and it was changed for npcs. That is the unknown spell you're seeing, because a new spells file didn't go out. Server sees it, but you don't yet.

Scrubosaur
05-05-2014, 10:44 PM
When did Complete Heal change (if it ever was changed) to a 10k heal vs just a complete health heal? I do remember having to mana drain Gorenaire and King with chanters and bards back in the day before the reached sub 50%.

Haynar
05-06-2014, 12:13 AM
I remember you didnt kill ch mobs very easy unless you had 2 mana drainers.

And interrupting dragons casting spells should be tougher too. So those are other changes needed.

Haynar

Nirgon
05-06-2014, 04:34 PM
I remember you didnt kill ch mobs very easy unless you had 2 mana drainers.

And interrupting dragons casting spells should be tougher too. So those are other changes needed.

Haynar

High Priest,

Your memory is spot on.

GL on the mob size (Naggy shouldn't be able to fit outside the bridge door to his room but rather be running full speed against it if someone tries to pull him through as a test) and large NPC push mechanics.

Should be looking at very classic dragon encounters when coupled with a 255 resist cap and the proxy aggro changes you got working.

The pras cup runneth over.

Daldaen
05-06-2014, 05:18 PM
I could've sworn push didn't interrupt NPC casting at all. They don't give any number of Fs for channeling, they will channel unless stunned, mezzed or killed.

Freakish
05-06-2014, 05:27 PM
I am so excited. No more pulling dragons that gate. Enchanters are now very useful and required for raids in a capacity outside of buffs.

Daldaen
05-06-2014, 06:32 PM
did u not ever try to kill a myconid priest on live?

you think fungi groups just manasieved and theft of thought until they ran out of mana?

mobs were pushed to interrupt spells - it is classic.

https://web.archive.org/web/20030413233938/http://www.everlore.com/bestiary/beastdetails.asp?mode=show&BID=192684

Mentions mez and stun, not push.

I'm genuinely curious though. Do you have any classic evidence indicating mobs were subject to channeling rules? Beyond mez/stuns interrupting them?

Scrubosaur
05-06-2014, 10:06 PM
Found an interesting site with information related to Vox but should also relate to other dragons.

http://www.angelfire.com/ca/FriskyFeline/WindsOfTime/LadyVox.html

Some highlights :

The Ice Dragon Herself. While Dragons and all Giant Class monsters cannot be stunned, casting a stun spell on them WILL result in interrupting their casting. While she won't stop attacking and meleeing your tanks to death, casting a stun spell on Vox can interrupt her complete heals.

pallies need to chain stun and rangers jolt/chain stun as well. Druids Whirling Winds that wench.

How you attempt to take out Vox will depend on what method you are looking for. There’s a couple of schools of thought here and I’ll give the basics for each. Right now I’ve found the “No mana for Vox is good for me” technique with a “Stun the Dragon” variation/addition. There’s also the “Tactical Strike” method. I’ll just list them as best I can.

Whats interesting in this quote is the fact that Vox only heals for around 5k which is significantly more than the complete heal people are talking about in the bugs forums.

Everyone begins chain-stunning, bashing, and slamming Vox. Although, stuns will not actually stun her, it will interrupt her from casting heal spells. Continue to stun her until she is dead. Vox is a cleric AI and will attempt to Complete Heal herself. If she does get one off, it is not the end of the world, it will heal approximately 5k of hitpoints.

Daldaen
05-07-2014, 08:11 AM
Yea none of those mention pushing a dragon.

That's Progression server mechanics, not classic.

Stuns (including slam/bash), Mez or Kill to prevent casts. That's classic.

koros
05-07-2014, 09:35 AM
Found an interesting site with information related to Vox but should also relate to other dragons.

http://www.angelfire.com/ca/FriskyFeline/WindsOfTime/LadyVox.html

Some highlights :







Whats interesting in this quote is the fact that Vox only heals for around 5k which is significantly more than the complete heal people are talking about in the bugs forums.

Problem is, whoever wrote that guide had no problem what they were talking about.

bulbousaur
05-07-2014, 12:32 PM
They should be able to be interrupted by push, although as Haynar said, that threshold should be much higher than small model mobs.

Daldaen
05-07-2014, 12:56 PM
except for the fact that level 56+ mobs cannot be stunned. those tactics worked fine on priests level 55 and lower.

Myconid priests cap at level 55.

And for higher level mobs you can use rapture/glamour to interupt casts.

I just haven't seen any evidence saying NPCs are subject to the same push interupt that PCs are. Atleast in classic.

pharmakos
05-07-2014, 01:17 PM
I just haven't seen any evidence saying NPCs are subject to the same push interupt that PCs are. Atleast in classic.

absence of evidence is not evidence of absence

Daldaen
05-07-2014, 01:34 PM
You'd think the "Only way" to interrupt certain mobs gates or CHs would be mentioned by someone somewhere though...

Mobs that lead to wiping whole raids if they are allowed to CH or Gate.

baalzy
05-07-2014, 02:38 PM
CH should be a 10k heal now. It wasn't until Luclin that it was changed to be 7500 due to warriors being able to stack upwards of 8k HP to tank with. Course it probably doesn't matter to p99 so I don't think Velious will see anyone surpass 7500 hp even with max hp gear+buffs.


http://www.tski.co.jp/baldio/patch/20021016.html
Complete Healing will now heal a maximum of 7,500 hit points.

Danth
05-07-2014, 04:09 PM
I don't think Velious will see anyone surpass 7500 hp even with max hp gear+buffs.

For players it doesn't matter, but it does affect healing charmed monsters. I'll let the reader decide whether that's a good or bad thing.

Danth

LostCause
05-07-2014, 08:58 PM
CH is 10k for players right now... try healing a charmed pet in fear that has over 10k hp it only heals 10k health.

Alunova
05-16-2014, 06:33 AM
This relates to NPC complete heal only, in classic as I remember, complete heal was exactly that in most situations. PCs had less than 10k hps and NPCs got filled to full. There was a nerf to player CH to prevent healing charmed NPCs to full at some point, and another to cap it at 7500 much later when players were able to surpass that number with max hps.

There is very little true classic evidence since the name of the spell matched the effect. It was not an 80% heal or an almost complete heal until Luclin. It filled NPC's up to 100%.

This wasn't very noticeable until Velious since the max HP on NPCs was 32000.

Nirgon
05-16-2014, 12:52 PM
Ya all complete heals before it got changed would heal infinitely.

I think people wondering where the CH is coming from can't see the "completely healed" message when another NPC casts it through a wall or just in general. We had rock golems in the hole getting CH'd and I didn't even see a spell effect or heal message on the mob.