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View Full Version : A Seafury Cyclops way more HP than listed on WIKI (Green server)


IzHaN80
12-04-2021, 03:32 PM
At least on Green, these mobs has more than 7k HP for sure. At level 52 I put 4 dots on them that are meant to do close to 5000 damge (4985) exactly, and most times they end up with 40-45% hp left. Bug? Working as intended?

Jimjam
12-04-2021, 03:37 PM
Regen and giant hp. Try nuke them down fast and update wiki with a note.

Search pld forums and website archives for classic hp estimates to create a bug report if needed.

IzHaN80
12-04-2021, 03:41 PM
Regen and giant hp. Try nuke them down fast and update wiki with a note.

Search pld forums and website archives for classic hp estimates to create a bug report if needed.

I doubt that over the course of 100 seconds, they do regen more than 30% hp, my point is, they're meant to have 4700hp, and probably the have double the size of that HP. Also one Druid in the wiki, noted that they took over 5300dmg, so the numbers does vary a lot.

Ooloo
12-04-2021, 03:50 PM
Well for one thing they aren't all the same level, but what class are you? What four dots are you stacking that do 5k damage?

Jimjam
12-04-2021, 03:51 PM
When on my wizard they die to the same number of nukes regardless of level so they have similar hp regardless of level. Certainly any difference in hp is less than hundreds.

Ooloo
12-04-2021, 04:01 PM
When on my wizard they die to the same number of nukes regardless of level so they have similar hp regardless of level. Certainly any difference in hp is less than hundreds.

That's true, I guess I have to log in my green shaman and hoof it over to seafury island and see what's up. I've killed a whole lot of seafuries with dots, so if this report is right something seems off.

Ooloo
12-04-2021, 05:22 PM
Just tested it: Assuming wiki numbers for spell damage are accurate, it took 5630 damage worth of dots to kill a random seafury, plus 2 JBB casts. 3x envenomed bolt and 1x plague specifically. All did full damage and when the final EB wore off, it had 1 pixel of HP left.

So without knowing their regen rate I still think 4700 base HP is plausible. Didn't seem any harder than usual to me.

Dolalin
12-04-2021, 05:31 PM
The npc-list-level spreadsheet has Seafuries going from level 39-42 and having 4855-4915hp in December 1999 or so.

IzHaN80
12-04-2021, 06:13 PM
Well for one thing they aren't all the same level, but what class are you? What four dots are you stacking that do 5k damage?

Necromancer

Splurt+Bond of Death+Ignite Blood+Plague=4985 damage

Ooloo
12-04-2021, 06:37 PM
Necromancer

Splurt+Bond of Death+Ignite Blood+Plague=4985 damage

Gotcha, well, yeah I think it's just their regen rate counteracting the dots. I actually did used to think that dots in EQ stop natural regen completely but they don't. That's always ticking away in the background.

PatChapp
12-04-2021, 06:58 PM
Were they rooted or moving?

Swish
12-04-2021, 07:10 PM
Were they rooted or moving?

This.

If they're not feared/rooted the dot dps is lower (66% effective, right?)

PatChapp
12-04-2021, 07:15 PM
This.

If they're not feared/rooted the dot dps is lower (66% effective, right?)

I think even feared they do 2/3 dmg, but not sure.

jadier
12-04-2021, 07:21 PM
I think even feared they do 2/3 dmg, but not sure.

Naw fear is full damage. Otherwise necros would aggro kite more. I’ve watched the difference before and after fear breaks on a lot of mobs, and the hp drop is notably different when unfeared.

IzHaN80
12-04-2021, 10:45 PM
Were they rooted or moving?

Not sure if legit question, but yes, rooted, Paralyze Earth

Polixa
12-04-2021, 11:48 PM
Rooted, but if they broke root at all and were rerooted, dot damage still continues at only 2/3rds unless they finally fixed that bug. And I have not seen that fix in patch notes.

IzHaN80
12-05-2021, 07:57 AM
Rooted, but if they broke root at all and were rerooted, dot damage still continues at only 2/3rds unless they finally fixed that bug. And I have not seen that fix in patch notes.

I can't tell since there isn't a damage log when we dot them sadly :/

Ooloo
12-05-2021, 12:17 PM
Rooted, but if they broke root at all and were rerooted, dot damage still continues at only 2/3rds unless they finally fixed that bug. And I have not seen that fix in patch notes.

I didn't even know this was a bug, but would definitely explain the issue. Even if you successfully re-root between dot ticks, if the damage is bugged for the rest of the life of the mob and you get even one root break that mob will seem very strong.

Glad I know this now heh

JDFriend99
12-05-2021, 02:18 PM
Wiki is 100 percent user made. There are many errors or wrong info. The seafurries have the right HP sadly. It's deigned to not be easy till 57plus. Only solid gear or click sticks made it easy at 52-57.

JDFriend99
12-05-2021, 02:20 PM
The root thing isn't a bug also. it was laid out around 2013 or so on blue. Was even backed by old info. They made non moving or non feared mobs take less DMG on dots to make you root them for full effect. This has been in place on green since day one.

Ooloo
12-06-2021, 01:35 PM
The root thing isn't a bug also. it was laid out around 2013 or so on blue. Was even backed by old info. They made non moving or non feared mobs take less DMG on dots to make you root them for full effect. This has been in place on green since day one.

Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.

kaev
12-10-2021, 12:43 AM
Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.

If you root a moving mob it will not be flagged as non-moving for the dot damage. This includes rooting an unagro'd pather. To work around this you can momentarily engage the rooted mob in melee. (This can be fun when that L40 dual-wielding guard maxes out on your druid and stuns you as well so he gets a second round, obviously can be even more fun with an SK mob introducing you to the joy of eating a harmtouch.) Another player has stated in the relevant bug thread that stunning the rooted mob also works (this makes sense as mobs stop moving when stunned), although that too can be problematic if all your stuns do damage and thus risk breaking the root (yay DruidLife.)

Trexller
12-10-2021, 01:16 AM
Right but we were saying that apparently if a mob breaks root, and starts running at you (and thus taking less damage), it *still* takes less damage even *after* you re-root it. Meaning, all the remaining dot ticks are weaker, even though you rooted it again.

brad mcquaid hated kiting, like it was EQ herecy

Swish
12-10-2021, 01:46 AM
Wiki is 100 percent user made. There are many errors or wrong info. The seafurries have the right HP sadly. It's deigned to not be easy till 57plus. Only solid gear or click sticks made it easy at 52-57.

The wiki was imported data and corrected when people see errors. If you see an error and you're sure beyond any doubt, correct it.

cd288
12-10-2021, 11:22 AM
Gotcha, well, yeah I think it's just their regen rate counteracting the dots. I actually did used to think that dots in EQ stop natural regen completely but they don't. That's always ticking away in the background.

Yeah I thought if they're effected by a DoT they're not supposed to regen? But I guess that doesn't make sense...probably easier from a coding perspective to just always have regen going on server tick for NPCs as well as players