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burkemi5
03-10-2011, 12:18 AM
While on my druid, the level 39 DS spell "shield of spikes" will sometimes last 10 minutes shorter than it should.

Also, I received the level 49 mage DS and it had the same problem. Before, both would last 15-17 and now they are lasting less than 5 minutes.

burkemi5
03-10-2011, 12:20 AM
Update, am seeing the same problem with shield of brambles. Also, I cast SoS on a passerby and he reported it was lasting for 15 minutes. /shrug

burkemi5
03-10-2011, 01:52 AM
just hit 49, same thing is happening with shield of thorns, lvl 49 druid DS.

Gorgetrapper
03-10-2011, 02:06 AM
Wrong spell file perhaps.

burkemi5
03-13-2011, 02:30 PM
bump.

with the v4, new, required spell file, this problem is occurring again.

Slathar
03-13-2011, 03:03 PM
Confirmed, level 49 Shield of Thorns only lasts a maximum of 5 minutes.

Wulfeign
03-13-2011, 03:35 PM
Hello,

My name is Wulfeign on Server as a 49 shaman and i've tried to see if there was a difference when i casted Togor's Insects (39 shaman slow) and it seems there's no difference between their attack before and after i cast spell. It was working before the patch and how it seems not working.

Is that normal?

Thank you
Wulfeign

Ravhin
03-13-2011, 03:35 PM
Shield of Thorns: Duration 4.9 minutes @L49 to 6.5 minutes @L65

All the DS durations are as they should be, now. They were too long before.

burkemi5
03-13-2011, 03:51 PM
Shield of Thorns: Duration 4.9 minutes @L49 to 6.5 minutes @L65

All the DS durations are as they should be, now. They were too long before.


where are you seeing this?


http://everquest.allakhazam.com/db/spell.html?spell=356 cites that it should be 15 minutes, but also that it is learned at 47, /shurg

Ravhin
03-13-2011, 04:06 PM
All the spell changes were posted here SIX weeks ago yet no one complains until now?

http://www.project1999.org/forums/showthread.php?t=26504

Alla does not give classic info. For classic spell info, refer to the p99 wiki, which parsed its data mainly from crys.org and lucy.alkabor.com and is undergoing refinements to make sure it is perfect for p99.

Dentalplan
03-13-2011, 04:20 PM
I can corroborate this. If Togor's is doing anything at all, it's slowing significantly less than it was prior to the patch. Was this intended?

isoka
03-13-2011, 04:22 PM
Hi everyone,

I experienced the same issue with Togors Insects. This spell doesn't seem to slow at all.

I did the following test : Cast Togors. Cast Tagars. Togors is being overwritten by Tagars.

Tagars insects seems to work correctly though.

Rubyt
03-13-2011, 05:28 PM
lvl 11 druid shield of thistles lasted only 1 min I know thats wrong. Even last night on beta it was almost up to 5 mins. So for some reason between switching from beta to regular somthing has changed...my ds doesn't even last a fight soloing

Rubyt
03-13-2011, 05:29 PM
also if I didn't have the right spell file I wouldn't even be able to get on

Jarnauga
03-13-2011, 05:43 PM
corroboring this.. kinda sucks for melee shamans, losing Rage and slow is a bummer

DevGrousis
03-13-2011, 07:52 PM
I am hesitant to post this, but after 5 specs in Feerrott i'm sure that i am getting far too many resists, about 5 or 6 per fight, when yesterday i was getting 5-10 an hour (if that)

idk if it could be that Tash isnt working? or just that todays not my day, but i thought i'd put it up here to see if anyone else was experiencing this as well?

i'm Enchanter btw and the specs are DB

burkemi5
03-13-2011, 07:57 PM
All the spell changes were posted here SIX weeks ago yet no one complains until now?

http://www.project1999.org/forums/showthread.php?t=26504

Alla does not give classic info. For classic spell info, refer to the p99 wiki, which parsed its data mainly from crys.org and lucy.alkabor.com and is undergoing refinements to make sure it is perfect for p99.

Right, well maybe you didn't notice but the vast majority of people weren't on beta so, no, i didn't notice this.


Made Shield of Spikes resist mod 15, duration formula 7, buff duration 60, effect 1 max 0
Made Shield of Thistles resist mod 25, duration formula 7, buff duration 60
Made Shield of Thorns duration formula 7, buff duration 60

I don't know what this means, either.




edit:

"Made every class overpowered except the one you play."

Damn.

soupy11
03-13-2011, 10:37 PM
I have to second this, I've had unbelievable amounts of resists. Also, heart flutter itself hasn't landed in I don't know....50 casts, and this is on blue cons.

Marrhault
03-13-2011, 10:45 PM
Was killing in paw on my Dru and seemed like they were resisting my root alot. I know Dru root sucks but seemed excesively high. Especailly for a blue con

Throb
03-13-2011, 11:20 PM
Blues resist vampiric curse (necro) over and over and over. This spell should never be resisted.... it has a negative 100 resist check. Something is not right, for sure.

Marrhault
03-13-2011, 11:31 PM
Glad to hear others are having an issue. Deff a sign with the vamp curse so hoping things get tweaked a bit! No hurry devs just here for input =)

Tadorm
03-13-2011, 11:41 PM
Me too trying to kill some skellys on Najena and resisted so easily shikens and Roots.

Also they changed the mana cost and effect of some spells.

Shicken was 5dmg/tick for 12mana.
Now is 2dmg/tick for 30mana.

Frost Nuke of lvl14 Shaman the dmg is the same but the cost was 45 and now is 70.

Also read from friends that Affliction changed from 25dmg/tick to 5 or 8 dmg/tick. So much different.

Ravendawn
03-13-2011, 11:45 PM
This is what i posed about during the beta test yesterday. Resists are sittign between 30-40% on blues.

What we need is to get some good solid numbers ran from all players. This was carried over from the beta testing that i was seeing on Saturday.

burkemi5
03-14-2011, 12:34 AM
lvl 11 druid shield of thistles lasted only 1 min I know thats wrong. Even last night on beta it was almost up to 5 mins. So for some reason between switching from beta to regular somthing has changed...my ds doesn't even last a fight soloing



bump, and this can't be right

Zeelot
03-14-2011, 12:48 AM
I've never seen HT resisted by a regular blue con NPC. Maybe this is related. Or working as intended?

Lazortag
03-14-2011, 02:38 AM
I couldn't see any note about this being changed in uthgaard's thread, so I'm assuming it was unintended, but this song is lasting way longer than it should. On a Griffin in EC I got it to last about 30 seconds. Similarly I got it to last around that long on a young puma, which is far lower leveled. So there seems to be two problems: one is that level doesn't affect duration anymore (or at least not noticeably, but I may be assuming too much here), and two, the song is lasting longer than its max duration (which I believe should be 12 seconds).

edit: I haven't tested Solon's Song of the Sirens to see if it lasts too long as well, so maybe that should be looked into.

mwatt
03-14-2011, 03:07 AM
It does appear that adjusment(s) may be in order. I had a case where five casts in a row (same fight) of Dooming Darkness were resisted by a blue Rathe Mtns HG. Dooming Darkness resisting is not all that uncommon, but five in row is.

Also, Boiling Blood was resisted twice in a row (another blue HG). Boiling Blood rarely resists, so twice in row is remarkable. Oddly in other fights the resist rate was much more normal for these two spells.

Root, however was another story. I think I casted it like 5 times over the course of several fights (again, blue HGs) that session, and none of them stuck.

Brad_mo123
03-14-2011, 03:15 AM
Disease Cloud spell seems to have a lot less agro than before the patch. Having trouble keeping agro off a monk with 4 Disease Clouds back to back. It's still ok agro but now I pretty much to spam it and darkness to keep agro with no room to do life taps which makes me sad becuase we just now are able to tap bosses such as naggy/vox with no problem but not if we want to hold agro! I do remember Disease Cloud being high agro in live but im not sure how much, it was a long time ago. Im not sure if the change was intended or not becuase there was a time in the past on this server Disease Cloud was generating low agro and then it was fixed.

Kaosu
03-14-2011, 07:12 AM
Disease Cloud spell seems to have a lot less agro than before the patch. Having trouble keeping agro off a monk with 4 Disease Clouds back to back. It's still ok agro but now I pretty much to spam it and darkness to keep agro with no room to do life taps which makes me sad becuase we just now are able to tap bosses such as naggy/vox with no problem but not if we want to hold agro! I do remember Disease Cloud being high agro in live but im not sure how much, it was a long time ago. Im not sure if the change was intended or not becuase there was a time in the past on this server Disease Cloud was generating low agro and then it was fixed.

Working as intended. Disease Cloud does not obtain the same amount of aggro pre-kunark than post.

Kaosu
03-14-2011, 07:14 AM
I couldn't see any note about this being changed in uthgaard's thread, so I'm assuming it was unintended, but this song is lasting way longer than it should. On a Griffin in EC I got it to last about 30 seconds. Similarly I got it to last around that long on a young puma, which is far lower leveled. So there seems to be two problems: one is that level doesn't affect duration anymore (or at least not noticeably, but I may be assuming too much here), and two, the song is lasting longer than its max duration (which I believe should be 12 seconds).

edit: I haven't tested Solon's Song of the Sirens to see if it lasts too long as well, so maybe that should be looked into.

At one point in live, solon's Bewitching Bravura is changed from 18 seconds to one minute.

Istianas
03-14-2011, 07:54 AM
Shield of Flames, level 20 mage spell, now lasts 2 minutes instead of 7 min :confused:

Something is wrong.

philbertpk
03-14-2011, 09:52 AM
Same happened in SK for me last night, been there a week, noticeable change.

guineapig
03-14-2011, 10:07 AM
Don't know about other mobs but on live hill giants used to be fairly resistant to magic based spells. I'm not saying the current situation is correct but It seemed like their resists were lower on this server than on live.

guineapig
03-14-2011, 10:14 AM
At one point in live, solon's Bewitching Bravura is changed from 18 seconds to one minute.

Is it possible that with Kunark launch that was how the spellfile was on the installation CDs?

Striiker
03-14-2011, 10:17 AM
Working as intended. Disease Cloud does not obtain the same amount of aggro pre-kunark than post.

So does this mean that in a few weeks Disease Cloud will go back to what it was prior to this patch? I was very surprised at how much different it is. Previously, I could cast it and the mob would immediately turn on me and not stop.. Now it does next to nothing (in terms of getting the mob to focus on me).

I didn't notice this change in the patch notes either. Was this an intentional change or was it accidental?

Striiker
03-14-2011, 10:23 AM
I was on Orc Highway last night and also killing Crocs. The folks I was groped with ere noting a LOT of resists against root. I personally was experiencing a lot of resists to Disease Cloud against the orcs and gators. Most were blue con to me. It seems as if the resists were increased too much (IMHO).

Striiker
03-14-2011, 10:33 AM
All the spell changes were posted here SIX weeks ago yet no one complains until now?

http://www.project1999.org/forums/showthread.php?t=26504

Alla does not give classic info. For classic spell info, refer to the p99 wiki, which parsed its data mainly from crys.org and lucy.alkabor.com and is undergoing refinements to make sure it is perfect for p99.

Why would I be reading the Kunark spell changes? I haven't been playing on the beta server. This is the bugs forum and people are posting what they consider to be bugs. The change in DS duration was not listed in the changelog for the new spell data file so it's safe to assume that this could be a bug / unintended change. I don't see how calling people who are posting to the bugs forum complainers helps. In fact, it discourages posting.

Aksiom2k
03-14-2011, 10:50 AM
I went to rearrange my level 16 gnome wizards spellbook today and found that none of the spells contain the description of the spell details. It shows the level, skill, mana cost and cast time but the description of how much damage it does and what type of spell it is (ae, pbae, DD, etc etc) is not there. This will make it difficult to sort spell books.

Zole
03-14-2011, 10:51 AM
I agree, I seem to recall mobs in kunark having a much higher resist rate than old world,thus I wasn't overly surprised during mandatory beta. However yesterday having spent full bars of mana on mobs in Rathe Mnts and landing perhaps one or 2 spells per fight certainly isn't the norm.

guineapig
03-14-2011, 11:00 AM
Yeah, it's kind of funny that there is absolutely zero spell information in the game anymore. I know we can easily look up more or less what every spell should do online but it must have been a trial by fire back in classic... I can't even imagine.

Striiker
03-14-2011, 11:24 AM
Yeah, it's kind of funny that there is absolutely zero spell information in the game anymore. I know we can easily look up more or less what every spell should do online but it must have been a trial by fire back in classic... I can't even imagine.

Hopefully this was unintended (as Nilbog speculated in a different post) and will be restored at some point. I am trying to remember back to the day. I seem to recall that there weren't any descriptions for the spells at launch as I have a vague recollection of being happy to see the descriptions added at some point. For so many things it was rial and death.. er I mean error. Attacking undead or wisps without a magic weapon, etc. I played a Wizard and Enchanter and relied heavily upon some web sites for details and advice.. (Graffe's for Wizard and Caster's Realm for others). Also therunes.net for enchanter stuff.

burkemi5
03-14-2011, 12:04 PM
Shield of Flames, level 20 mage spell, now lasts 2 minutes instead of 7 min :confused:

Something is wrong.


Bump. If i have to i can live with 5 min lvl 49 thorns but this quote seems a little strange.

Dac321
03-14-2011, 12:08 PM
I mentioned this in another thread but, I am having severe issues with disease cloud and other spells. For example, our monk in the guild pulled a mob just by sight aggro, not hitting it at all. I cast disease cloud on it, which landed.. But nothing happened. Same occurred with dooming darkness, and heat blood.

All these problems occurred post spell patch.

nilbog
03-14-2011, 12:18 PM
Disease cloud was providing too much 'snap-aggro' from what I saw in the past.

How is it working after ticks?

YendorLootmonkey
03-14-2011, 12:23 PM
Thru classic and at least thru velious, my live guild used a SK as our main tank (except on bosses which required defensive)... he would chain cast DC 2-3 times and you couldn't pull aggro off him unless you tried. Same with Flame Lick for rangers/druids... both spells were powerful snap aggro tools. The DoT ticks were icing on the cake in terms of aggro, so to speak.

Frootloop
03-14-2011, 12:40 PM
vampiric curse is almost useless with the amount of resist im getting @ Paw spires on DB cons the mana loss from resist is terrible :(

Zeelot
03-14-2011, 01:02 PM
How is it working after ticks?

It's not producing much aggro at all. I literally cannot hold aggro on anything
non-tauntable without resorting to chaining fear/invoke fear.

isoka
03-14-2011, 01:45 PM
Ok, did some more tests :

Casted togors on me.
Casted drowsy on me : didn't take hold
Casted walking sleep on me : didn't take hold
Casted tagars on me : overwrote togors
Casted togors on me : didn't take hold

So either togors, drowsy, walking sleep are all 0% slow but the duration made lower level not take hold, either togors is slowing but not as much as it should.

Zigfreed
03-14-2011, 02:02 PM
Played my 40 chanter last night for 4 hours, noted a slight increase in resists and root breaking earlier than it used to.

That increase did result in things being harder but I got used to it and planned accordingly.

I think there is some chicken littleing going on at least in terms of chanters.

Teeroyoyort
03-14-2011, 03:13 PM
I've noticed a HUGE increase in resists on bard charm in the planes. Like not being able to charm some mobs at all. Getting 8 resists in a row before i get killed, lol. I'm assuming this was tweaked for the increase in lvls in kunark. However maybe it's a bit too extreme?

Teeroyoyort
03-14-2011, 03:20 PM
Was that with an instrument or without?

guineapig
03-14-2011, 03:28 PM
I was using a drum when I observed it... so I would say without.

But I don't know of any songs that get duration adjustments due to instrument modifiers.
Instruments usually effect potency or chance to land.

guineapig
03-14-2011, 03:33 PM
I've noticed a HUGE increase in resists on bard charm in the planes. Like not being able to charm some mobs at all. Getting 8 resists in a row before i get killed, lol. I'm assuming this was tweaked for the increase in lvls in kunark. However maybe it's a bit too extreme?

Are these mobs being tashed and maloed before you attempt to charm them... and are you CERTAIN your chanter/shaman were casting these for you?

Bard charm should always be highly unreliable and risky in the planes.

Striiker
03-14-2011, 03:45 PM
Disease cloud was providing too much 'snap-aggro' from what I saw in the past.

How is it working after ticks?

It was not getting Aggro back onto me even after many ticks. The mob was going after everyone else, healers, person casting root.. It's a very significant change. I didn't play a SK in the past so I am only commenting on my current play experience. At present it's only good for pulling, after that, it's not getting aggro back.

draogan
03-14-2011, 03:49 PM
I'll agree with previous posters that resists seem to have been increased with the last patch. I'm killing blue con mobs in Paineel as a level 37 (level 35 ghosts, medium/low MR) and before today was averaging maybe 1 resist per two mobs... now averaging 3-4 per two mobs, and got 6 resists in a row (3 dooming and 3 roots) today.

Seems like resists have been pumped across the board. Not sure if this is as intended or not, and I don't know which one is more classic, but they've definitely been increased.

Extunarian
03-14-2011, 03:52 PM
Root certainly got tuned to the point that I would consider extreme...like 1-2 ticks tops on some mobs that were 8 levels lower than me. However I don't really know what information we would need to provide to the devs to prove that it's breaking too early too often. I was also surprised at the number of Color Shifts that were resisted.

But like I said...I don't have any evidence one way or the other. I just remember root being a lot more reliable on Live so long I wasn't nuking. I'm also not sure how to go about researching something like this :-/

Any ideas?

Pezmerga
03-14-2011, 03:52 PM
Disease cloud was providing too much 'snap-aggro' from what I saw in the past.

How is it working after ticks?

Before the patch I would cast it twice on a mob then calling for assists, then I would spam it, taunt, and bash until mob was dead and it worked ok. I would still sometimes momentarily lose aggro, but for the most part it was good.

Now it doesn't hold aggro at all. I can spam it. taunt, and bash all day and nothing.

Using the higher level spells works better, like Heat Blood etc, but still doesn't seem to hold aggro as well as it should. The tics do help, but it takes awhile, and by then its been beating on all the dps.

As for the presnap aggro, I never thought it was too much, It seemed about right to me. I could use it to pull off a cleric who healed me, but it was tough to pull off a chanter whos charmed pet dropped with it or someone who stacked dots too early.

I could be wrong though, maybe it wasn't as good during the classic/kunark era. Though I do remember SKs being able to hold aggro much better, and it just doesn't seem like post patch that I am anywhere near as effective. Then again we all remember the good things and forget the bad so who knows.

Savok
03-14-2011, 04:21 PM
I remeber charm kiting at level 39 in OT for 1 min at a time. I could selos, charm, send in the pet and regen hps while the pet did his thing and repeat as needed. The pro was 1 min charm over 18 secs but the con was the mana cost.

burkemi5
03-14-2011, 05:35 PM
bump

Brad_mo123
03-14-2011, 05:54 PM
Disease cloud was providing too much 'snap-aggro' from what I saw in the past.

How is it working after ticks?

Ticks from dots have never really been a lot of agro on this server, seems almost as if it's just direct spell dmg which isnt much agro unless it's a lot of dmg. I do remember shodow vortex, wave of enfeeblement(AOE) and heart flutter (lesser version of Asystole) being a lot more agro on live than here but I have nothing but memory to go by.

Splorf22
03-14-2011, 06:04 PM
Root is simply worthless right now. It lasts an average of 5-10 seconds. Died in oasis after two 0 tick roots in a row (literally there were no messages between 'rooted' and 'worn off').

Throb
03-14-2011, 06:07 PM
vampiric curse is almost useless with the amount of resist im getting @ Paw spires on DB cons the mana loss from resist is terrible :(

^^

Leach, vamp curse, bond of death... are supposed to be lifetap resist checks... meaning barring something being X levels higher than you, it doesn't ever get resisted.

Tanj
03-14-2011, 06:21 PM
I'm having issues grabbing aggro with disease cloud even when there is no one else DPSing. I have mobs in UGuk aggroing on sight and with the group doing nothing it takes me two casts to get aggro.

mwatt
03-14-2011, 06:57 PM
Don't know about other mobs but on live hill giants used to be fairly resistant to magic based spells. I'm not saying the current situation is correct but It seemed like their resists were lower on this server than on live.

You are right guineapig.

Giants did tend to be on the resistive side. I should note that I think what Uthgaard has done on resists so far is important work. The resists for the HG as they are now, are closer to being in line to what they were in Live than they were before these recent changes were implemented. I just think a bit of tuning needs to be done yet.

I noticed that he made some changes to the resist modifiers for quite a few spells. Some of these changes surprised me greatly but I have already wiped egg off of my face once after telling Uthgaard he was wrong - so I am inclined to believe that these new modifers are historically correct. What may still need tweaking, is the implementation within the code that uses these values. Obviously this server code base is not the code base that existed on live way back when.

Uthgaard
03-14-2011, 07:27 PM
Slow should be a simple value correction.

Damage shield durations are correct.

I missed vampiric curse with making the rest of the lifetaps only resist outside of the level limit, that one's an easy fix.

Resist mods are all correct for the timeline. Since resists in general are too frequent, restoring these has brought some issues with the resist mechanics in general to the surface. Getting the system in line instead of treating the symptom with a workaround will have better results in the long run. On the plus side, mobs should also have a harder time hitting you with spells.

Disease cloud was the only spell that had the way its hate was produced altered. The intent wasn't to reduce it but to bring all of the spells with poison and disease counters in line and giving a consistent amount of hate. This is why beta testing is important. The resists and aggro have been this way on the beta server for nearly 2 months with no feedback on resists or aggro at all, aside from panicking over lifetaps, and that happened before the spell file even hit the beta server. So I'll quote my original feedback request:

Feedback desired:

How are buffs and debuffs stacking?
*Dot stacking with no debuff component still needs work

How are mob resists?
What level were the mobs?
What level were you?
What spell did you cast?

Spell hate needs a complete overhaul. Just give feedback about the differences you observed (if any) where spells had extra hate added.

The more useful feedback we get on how things work and don't work, the quicker it can get hammered out. Stick to the facts and be thorough. The more yelling and screaming and tantrum throwing we get, the more time I'll waste taking out the trash instead of fixing the problems.

bubbaray
03-14-2011, 08:37 PM
Seriously, do you not think I would have tested this if I would have known what you were doing?


I have no clue what you have in store for us each patch. So I do not know what to test.

Please can you provide a better description of what the changes where? Say I tweaked a few spells is bad description of the root cause.

mwatt
03-14-2011, 09:20 PM
Bub - It's good to see the kind of willingness to test that you evince. But actually, pretty specifc notes about changes to resist modifers and other things were posted well in advance of their appearance. Most of us are so busy having fun that we don't pay enough attention. I only saw them myself after I started reading threads about bugs. The good news is, we ARE having fun. But it irks a developer no end to take the trouble to document something (which is sort of an unnatural act for most developers :) ) and then have someone complain that no such thing existed when in fact it did. Clearly, the communication is sputtering a bit between most of us. The sooner we all get better at it, the sooner we'll have a proper playing experience.

If I sound condescending, my apologies. It doesn't seem as though people always take into account that the guys that do this are doing it above and beyond their normal jobs. They have done a huge amount of work on all this stuff, especially as Kunark nears. I think they are tired and on edge and in no mood for 'tude. Can make them harsh sometimes. We don't want that and it isn't the right way to pay them back.

Uthgaard
03-14-2011, 09:23 PM
Seriously, do you not think I would have tested this if I would have known what you were doing?


I have no clue what you have in store for us each patch. So I do not know what to test.

Please can you provide a better description of what the changes where? Say I tweaked a few spells is bad description of the root cause.

You see that little blue arrow in my quote? Click it. That enough documentation for you? Now check the date. If you can't find the correct blue arrow, it's the thread that's been stickied in the spells forum since January. I'd advise against getting on any more soapboxes. Not only will you further embarass yourself. My patience is already very thin with attitudes. Now, I very specifically said:

The more useful feedback we get on how things work and don't work, the quicker it can get hammered out. Stick to the facts and be thorough. The more yelling and screaming and tantrum throwing we get, the more time I'll waste taking out the trash instead of fixing the problems.

I'll not repeat that again.

Splorf22
03-14-2011, 10:45 PM
The number one spell you guys should look at is Root. My average root time is like 6 seconds now. I fought some spectres in oasis (yellow) and I got 2 zero-tick roots in a row. Same for the dark blue gnolls in splitpaw entrance. (33-34 enchanter).

Rais
03-14-2011, 10:57 PM
Uth did post the changes.

http://www.project1999.org/forums/showthread.php?t=26504

I think its pretty descriptive on what was changed, done, or anything else. All of the issues could have been found in 2 hours of beta testing. Why do you think they had people go on beta for a day? Even then half the spell bugs/issues weren't reported,because people just played and didn't care.

So don't be attacking the Dev's about changes. It's there, they asked people to test it and only like 20ish or so people did test what they could.

I'm just suprised no one noticed they moved Burning Woods ;)

bubbaray
03-14-2011, 11:15 PM
So this is no longer a spell issue. This is a class issue. Creating a new thread.

Grizlor
03-15-2011, 01:30 AM
Made Tagar's Insects resist mod 25, extra hate 90, moved effect 3 to slot 1
Made Togor's Insects resist mod 15, buff duration 30, extra hate 12
Made Turgur's Insects buff duration 60, extra hate 160, moved effect 3 to slot 1

If the extra hate on these spells is to simulate the disease counter related aggro in classic, then they are not consistent with one another.

Tagar's adds 9 counters, Togor adds 12, and Turgur adds 16. Either Togor is missing a zero, or the other two are too high. Since the tash line of spells are only 10 extra hate, I'd guess that Tagar and Turgur are tenfold what they should be.

I was soloing the NK guards today and tested the aggro on Tagar's, and my pet did about 75% of a guard's health before it actually pulled aggro off me. That doesn't seem right. I know it's high aggro, but I don't remember it being THAT high.

Made Tashan extra hate 10, buff duration 130
Made Tashani extra hate 10, buff duration 130
Made Tashania extra hate 10, buff duration 130
Made Tashanian extra hate 10, buff duration 130

Edit: I guess Tash is only one poison counter, so at 10 threat per, I guess that's right. Still, I remember tash being about the same aggro as my slow in classic/kunark, such that whoever landed their spell first (me or the enchanter) would be the one tanking the monster usually.

I remember poison counters being super high threat until well after POP, because I used to aggro kite for groups in PoFire at the tables and hold aggro just by spamming my level 9 poison DoT.

Uthgaard
03-15-2011, 02:18 AM
The goal was to start small and get feedback on the changes to see how they played out. Disease cloud has a lot more extra hate than any other spell with one poison or disease counter. I didn't bring it down to 10 because I didn't want to make a drastic change to a primary threat spell. But it doesn't seem to be getting applied all at once, from what I see with #hatelist. So I probably won't use the extra hate field for threat modifications in the future.

Dumesh Uhl'Belk
03-16-2011, 01:32 AM
The goal was to start small and get feedback on the changes to see how they played out. Disease cloud has a lot more extra hate than any other spell with one poison or disease counter. I didn't bring it down to 10 because I didn't want to make a drastic change to a primary threat spell. But it doesn't seem to be getting applied all at once, from what I see with #hatelist. So I probably won't use the extra hate field for threat modifications in the future.

The adjustments to reduce the hate of spells with disease counters didn't happen until April and May of 2002, because shaman were just getting abused. There may have been other adjustments, I will keep looking, but those are the only ones I have found in patch notes, and it matches with my personal experience on live.

Disease cloud really did have crazy snap aggro to it all through classic. I left my shadow knight at level 52 to do Nagafen all through Velious, in fact he is still only 53 on live today despite being created in 1999. I could take aggro from level 60s with velious era weapons who had been engaged for 5-10 seconds with a single disease cloud.

I only messed around for about an hour on the test server, but I found disease cloud to be 100% ineffective at generating aggro at level 51 grouped with various others from level 46 to 53. I'll be happy to do some more detailed testing on thursday or friday this week. I'd be interested in doing some testing with you Uthgaard if we could find a time agreeable for both of us.

Uthgaard
03-16-2011, 03:07 AM
I wasn't trying to nerf disease cloud. I was trying to test a method for balancing out spell aggro on the whole. But the extra hate field is being calculated wrong. Instead of being added to the running aggro calc for the spell, it's replacing all previous aggro calcs with whatever is in the field.

Duma
03-16-2011, 06:13 AM
The slow component in Selo's Consonant Chain no longer seems to be working.

Gorgetrapper
03-16-2011, 06:23 AM
For a quick test, I hopped on my lvl 20 cleric and I was in highpass hold. I rooted a gnoll champion, a DB mob to me, and the spell lasted full duration. Let it come to me, hit me for a little bit, then rooted it again, lasted full duration. No resists etc. So for anyone else, the RNG is being bad for you.

Xadion
03-16-2011, 09:32 AM
Shadow Sight has seem to have lost its see invs portion- as dead eye (the lower equivilant) has kept its see invs portion.

http://everquest.allakhazam.com/db/spell.html?spell=90

I remeber it always giving see invs on classic +

-------

And not to get into it, but yes D-Cloud agro was a specific nerf that happend either late kunark or velious- shortly before they gave SKs their own "Agro" line of spells.

Extunarian
03-16-2011, 09:44 AM
For a quick test, I hopped on my lvl 20 cleric and I was in highpass hold. I rooted a gnoll champion, a DB mob to me, and the spell lasted full duration. Let it come to me, hit me for a little bit, then rooted it again, lasted full duration. No resists etc. So for anyone else, the RNG is being bad for you.

Did something change between Sunday and today? Because what I was seeing was way beyond any sort of RNG shitstorm. Last time I logged on (Sunday), mobs in the 32-33 range simply could not be rooted by my 38 chanter.

Gibcarver
03-18-2011, 05:31 AM
I am a 50 SK and was PLing a rogue friend in the mistmoore graveyard so I figured I would try some tests on the agro capacity of my spells.
to try and standardize i picked one set of glyphed familiars to use as my test subjects.
One cast pulling the mob with my back turned and a rogue using harpoons(no procs) yielded:
Disease cloud held agro for 20 % of the mob's life
Siphon strength held agro for 60 % of the mobs life
traditionally disease cloud will hold agro off a low level indefinitely. I didn't play a SK on live but I was in groups getting PL'd by SKs tanking with one dc back in kunark.
I hope that is helpful for your tuning.

Rubyt
03-18-2011, 01:10 PM
I don't want to piss anyone off but I just got on my low lvl druid saw her ds was 5mins. Clicked it off and cast her ds and it said 1 min. Then I camped and came back and moused over the ds and it said 5min. So I clicked it off and cast it again and it said 1 min. Then I came here lol I haven't been playing her since the ds problem...Im playing in Steamfont. I don't know why I'm so lucky to be having this problem...very confusing

Striiker
03-18-2011, 01:45 PM
I had Harm Touch resisted by a blue Ghoul in Unrest last night. I always thought it was not resistible. Disease cloud is still VERY weak on generating aggro (compared to the old days). It takes a few casts of this PLUS other spells and taunting to get mobs onto me and even then, sometimes it's impossible to do.

Uthgaard
03-24-2011, 11:25 PM
Everything listed here is either fixed or working as intended.