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ElemtalRZ
04-01-2015, 04:05 AM
Back on Classic Everquest a magician could /pet attack (Insert player or NPC's name here) to see if not only a mob or a person was in range but to get their target by assisting the pet. I have found were in the patch notes this got fixed. Not until 2002.

May 8, 2002 3:00 am
------------------------------

** Items **

- We've made some changes that will cause a few proccing items to be
out of charges after the patch. Players with such items will need to
petition and ask a GM to swap the item out with a new one
- Focus items using the "Naki's Pernicity" effects should now be
working as intended
- Focus items that affect a spell's duration should now work for
clickable items
- It should be impossible to equip an item that will reduce your hit
points by more than your maximum hit points. Also, hit point reduction
items should not lower hit points below 1
- Tinkered Compass now adds the appropriate bonus to the sense heading
skill
- Hit point bonuses on food items should be working

** Spells **

- Higher level familiars should once again survive when their masters
go invisible, Abscond or Evac
- Fixed a bug that was preventing the Lesser Familiar mana regeneration
component from working
- Familiars no longer cause damage to their master upon death
- Familiar buff remains after the caster uses the /pet get lost command
to remove the visual representation
- Torrent of Fatigue should be working properly now
- Allure of the Wild has had its level cap raised to make it a useful
upgrade
- Umbra has been improved to give a slightly higher AC benefit
- A character can no longer trade with an NPC when invisible. Character
must turn visible before starting the trade
- Characters can no longer scribe a scroll that they can't cast due to
deity restrictions
- Invisibility should now remain after a link death
- Theft of Thought will no longer give mana when cast on PC classes
that do not have mana (in PvP or in a duel)
- Drain/Share spells can no longer be cast on players on blue servers,
and can no longer be cast on group members on PvP servers. Spells
Affected: Succession of Shadows, Crippling Claudication, Mind Wrack,
Degeneration, Zevfeer's Theft of Vitae, Torrent of Hate, Torrent of
Fatigue, Torrent of Pain
- Spirit Armor scroll no longer lists Shadowknights as a class that can
use it (they couldn't anyway)
- Bard AE songs now have vertical limit of 50 feet. This is also the
case for Mass Group Buff
- Gating and porting while in tree form should no longer cause crashes
- Removed all "Begins to cast X spell" text from procs
- Resurrection request box will now reset if you open another window
while it is up, preventing a problem where a character is unable to be
resurrected if he has the res box up and he loots a mob or opens a
trade window
- Fixed a bug with lifetaps that would cause people around a lifetap to
see, "You feel drained..." instead of "Fippy feels drained..."
- Issues with Healing seeming to be delayed have been fixed (see Spell
Filters)
- Fixed a bug that was causing "soandso's song ends" to show up as
"he's song ends" if the bard was targeted, "it's song ends" if not
targeted
- Divine Glory received a small upgrade to make it more in line with
the spell series

** Spell Filters **

- Issues with healing seeming to be delayed should be fixed. The
problem was with filters that allowed players to ignore spells that
were hitting them. The following changes were needed to fix this issue
- Player characters will now always see spells that hit them and spells
they cast
- Players with the Group option set for PC spells will see the start
spell casting messages for people in their group and they will also see
when member of their group are hit with spells
- Players with the ALL option will still see all PC spells and spell
hits

** Spell Stacking **

General stacking changes: Some buffs were not being allowed to stack
which now will stack, and other buffs were being allowed to stack which
should not have.

For example, many stacking problems with spells that have a See
Invisible or Levitate component are now gone (e.g. Dead Man Floating),
while a number of stacking exploits that granted too much regeneration,
too much offense (ATK), too large of a damage shield, or too many hit
points have been fixed. Here are some of the details:

- Vision abilities (natural or spell-granted) should no longer cause
spells to fail to take hold
- Bard songs should in general overwrite fewer spells

- Harness of Spirit no longer stacks with spells that grant Strength or
Dexterity boosts. It was never intended to do so
- Harness of Spirit and Avatar should now stack properly
- Call of the Predator and Warder's Protection should no longer stack
- Arch Lich should no longer overwrite innate racial vision abilities
- Levitate and Dead Man Floating should no longer conflict
- Dead Man Floating should no longer conflict with any vision abilities
(natural or spell granted)
- Spirit of Eagle should no longer cancel Levitation/Levitate spells
- Fixed a stacking exploit with Armor of Protection and Armor of the
Risen
- Focus of Spirit should no longer overwrite Visions of Grandeur
- Focus of Spirit should now stack with the Whistling Fists effect
- "Circle of" Druid spells should no longer stack with their Resist
counterparts.
- Shroud of Spirits and the Cloak of the Akheva should stack properly
now
- Cantata of Soothing should no longer overwrite Clarity spells
- Cantata and Chorus of Replenishment should no longer overwrite Acumen
- Bladecoat no longer overwrites Clarity II
- Lower level druid group buffs should now be less likely to overwrite
higher level buffs
- Avatar and Force of Nature will no longer stack
- Ancient Feral Avatar should now stack properly

** Alternate Advancement **

- Improved Familiar should now be better than Greater Familiar
- Fixed a bug with Permanent Illusion that was causing the caster to
see his illusions drop when zoning, even if others continued to see the
illusion
- Trolls and Iksar no longer receive double regeneration ability from
AA abilities
- The Archetype skill Casting Deftness will no longer supercede the
Class specific Quick Buff casting time reducing skill. Note that at
this time there is a maximum benefit to casting time bonuses of a 50%
reduction
- Casting deftness was changed to reflect the increases presented by
the in-game help (5, 15 and 25%)
- Turn Summoned should now work on all summoned creatures, not just
pets. The text should correctly say that there is only one level for
this ability
- Improved Reclaim Energy now works with the epic pet
- Fixed a crash bug caused by Call Corpse
- Alternate Advancement abilities that affect a spell's duration should
now work for clickable items
- Quick Summon should now work for Call of the Hero and Manifest
Elements
- Quick Summon also changed to match the benefits presented by the in-
game help

** Skills **

- Increased the velocity tolerance for the Hide skill. This may
slightly improve the functionality of the Evade skill
- Poison should no longer be interrupted
- Sneak only breaks when a character is hit, not when he hits someone
- Fixed a bug that was causing a problem when Pick Pockets was used
before Beg had refreshed. Beg and Pick Pocket use the same timer, so
now using Beg or Pick Pocket will cause both buttons to gray out
- A message is now displayed and skills are properly reset when a rogue
breaks sneak and/or hide because he is looting a corpse
- Beastlords should function like other hybrids when casting in melee

** Zones **

- The Hole now uses Kunark-level Mez/Charm/Taunt rules
- Petrified humerus should now be available
- Zones where mounts cannot be summoned will now remove mounts when
they enter the zone
- High level NPCs can now be taunted in Cazic Thule
- Random frame lag in Guktop and Oasis should be fixed
- Fixed a pathing problem in Tenebrous Mountains
- Fixed a pathing bug in Paludal Caverns
- Fixed pathing exploits in Chardok
- Fixed a pathing exploit in Cazic Thule
- Fixed a pathing exploit in Acrylia
- Fixed a pathing bug in the Tower of Frozen Shadow
- Fixed a pathing bug in Fungus Grove
- Fixed a spot where characters could get stuck in Twilight Sea
- Moved the Permafrost 'safe point' closer to the zone line
- Addressed an issue with an aggressive NPC that appeared outside of
the Arx Building in Sanctus Seru
-Modified the Vyzh`dra the Cursed spawn trigger to make the various
incarnations more accessible
-Modified several NPCs in the temple of Ssraeshza to address the
disparity between melee and caster effectiveness in the zone

** Quests **

- Adjustments have been made to the 8th Coldain Prayer Shawl quest
- High Priestess Alexandriana should be working properly now

** Tradeskills **

- Added over 1,000 new tradeskill recipes for all levels of skill,
along with many recipe books. A few of the vendors of Norrath might be
able to get you started on your way
- Added Mortar and Pestle to a Thurgadin merchant
- Rubbing Alcohol is now available from a vendor in Thurgadin

** Guilds **

- Fixed many bugs with the guild system, for example: GMs can now
rename guilds without the need to destroy and recreate them, guilds can
have names that share the first 15 characters with another guild (they
couldn't before) and people should no longer experience random guild
kickouts when a guild on their server is deleted/reformed.

** Pets **

- A character may now have a horse, a pet and an Eye of Zomm at the
same time
- /pet attack range has been limited to prevent its use as a targeting
tool. Asking pets to attack targets outside the range will generate a
"not a legal target" message
- Pets will once again tell you who they are attacking by sending its
master a /tell
- Pet attack animations should now be working for all pets

This was a form of classic Magician PVP and I intend to get the magicians back on balance to how they were back when I played them on Rallos Zek.
Thank you

ElemtalRZ
04-02-2015, 05:57 PM
Bump In classic eq a magician could assist his pet after he /pet attacked a viable target in zone to cast Flare on the player. Following the flare until he reached the player. Its a shame that bolts type of spells dont have the range they did back in classic Rallos Zek, would make a lot more mages on the server actually play instead of be CoH bots.

krazyGlue
04-03-2015, 07:49 AM
On a side note . The epic pet should have high mr on live it was almost impossible to root or cc it .

Nirgon
04-03-2015, 12:06 PM
On a side note . The epic pet should have high mr on live it was almost impossible to root or cc it .

And have about a runspeed 2 AA base runspeed.


This was definitely a way to get someone's target across zone.
/pet attack (it wouldn't go after them)
/assist (the pet)
*target obtained*

Very much part of classic experience 8]

Coffee
04-03-2015, 10:37 PM
And have about a runspeed 2 AA base runspeed.


This was definitely a way to get someone's target across zone.
/pet attack (it wouldn't go after them)
/assist (the pet)
*target obtained*

Very much part of classic experience 8]

is run speed 2 aa = sow? because velocity = sow for pet

Nirgon
04-03-2015, 10:46 PM
lil slower than jboots

Coffee
04-03-2015, 10:51 PM
http://everquest.allakhazam.com/db/spell.html?spell=1936#m104710092224355


RE: Proc on the Magician Epic piece
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Reply
#Mar 08 2003 at 12:55 AMRating: Decent
housemusic
*
73 posts
Ok... have to say the level means nothing. I play PVP and I ran into one a mage with this. I was 50 and had a 51 SK with me. We pride ourselves on laying waste to red con PCs. So when we saw an even magician running around with a pet (which we didnt know was the epic at the time) we thought hey easy kill and coin. .. Wrong wrong wrong. I couldnt land a root on the thing to save my life. It was doing so much damage that i couldn't even keep the SK healed cause it was doing more damage than i was healing for. It runs at sow speed and it hits you when you try to turn tail and run. Hard and fast and it stuns and it procs and . .. you die. Nasty nasty nasty.



http://everquest.allakhazam.com/db/spell.html?spell=1936#m112469913075166

RE: Proc on the Magician Epic piece
Quote
Reply
#Aug 22 2005 at 3:27 AMRating: Decent
Eloriel
17 posts
The LDoN focus also enhances Epic Pet...

Unbuffed epic *seems* to hit faster and with less misses than WoX fully buffed.

regular max 83 (WoX 85)
crit max 135 (WoX 139)
DD proc 145 (WoX suxor)
DS = 50 self (WoX 48 and eats a spell slot)

Kedge blades seem to proc the same or less, but this may be offsetable by switching to fists.

While faster than any other straight cast pet, his speed did not seem to be sufficient to keep up with RS3, tho I was having lag issues at the time. But still a benefit when in indoor zones.

Out of the box this pet rocks compared to any pet available sub 66. Throw buffs, toys, and armor on and enjoy. BTW, 65 AA's do add to his powah!

Nirgon
04-14-2015, 06:14 PM
high magic resist

runspeed 2 AA is about how fast it should be without any movement buffs

It is known

Maybe they will patch in








Zone wide target from pet assist after /pet attack would be nice

Jimmybones
04-23-2015, 03:38 PM
just type /runspeed 1.8 on ur mage

Uuruk
05-09-2015, 08:29 AM
Anybody?

ElemtalRZ
06-12-2015, 01:02 AM
I guess this is good that this is getting fixed tomorrow, but what is Itchybottom and why is his name next to the patch for this?

Colgate
06-12-2015, 01:12 AM
...

a developer

ElemtalRZ
06-12-2015, 01:18 AM
You sure about that? Because when I look at his profile, it says he is banned.

Uuruk
06-12-2015, 07:14 AM
Pras itchybottom for bringing this bug to the attention of the devs

Lasher
06-12-2015, 01:08 PM
I think its a contributor who sent the fix to haynar and haynar looked it over. So like a free lance community dev but not really part of the dev team

Tapatio
06-13-2015, 10:24 AM
I think its a contributor who sent the fix to haynar and haynar looked it over. So like a free lance community dev but not really part of the dev team

yes, anyone is free to pick up the code and submit changes to dev team

this is most likely the case