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finalgrunt
11-15-2010, 05:55 AM
Thanks for adding the missile animation :)

But there is a bug: if you cast a new bolt while the previous one is still in the air, the first one will never hit

finalgrunt
11-15-2010, 12:29 PM
Update: the bug is actually worse than what I initially thought: any new spell cast will "cancel" the bolt.

Madigan
11-15-2010, 12:36 PM
I was actually looking to see if the missile animation was intentional. Was it like that on live? Because I don't remember seeing it.

Darklake
11-15-2010, 12:41 PM
I remember seeing what I thought were comets flying over the N Ro zone, so yes, it was on Live :-)

Lyrik
11-15-2010, 01:19 PM
Didn't it also fail if it passed through players / the ground before reaching its target?

Malakriss
11-15-2010, 01:52 PM
You would have to be facing your target to begin casting, if you had any terrain in the way of the bolt it would fail, but you also had the random chance it would hit the target twice for some unknown Z-axis reason.

nilbog
11-15-2010, 02:07 PM
I was actually looking to see if the missile animation was intentional. Was it like that on live? Because I don't remember seeing it.

This is how it looked on live.

http://i51.tinypic.com/243hx7q.jpg
http://i52.tinypic.com/200urzs.jpg

Bolts are a work in progress. I don't think the spell particle is correct yet.

Darklake
11-15-2010, 02:08 PM
Aye, I swear they had a trail after them.

nilbog
11-15-2010, 02:11 PM
I played a mage a good bit on live. Here's what I remember

Didn't it also fail if it passed through players / the ground before reaching its target?

Originally bolts didn't even require a target. You could face a direction, and cast. From what I recall it would even hit npcs that moved in its path, thus creating aggro that wasn't your original intent. Also, if it was chasing an npc target, if one got in its path, it would hit it and never reach your intended target. If following a target, it would go on forever until it hit something, including its targets corpse, if they died before it got to them.

You would have to be facing your target to begin casting, if you had any terrain in the way of the bolt it would fail, but you also had the random chance it would hit the target twice for some unknown Z-axis reason.

I think it did need some type of conic radius to start chasing a target. As in you couldn't be facing opposite your target, but you also didn't need to be lined up exactly with them. I remember the Z axis double nuke as well. If levitating, and very close to the target, it would sometimes hit twice.

Darklake
11-15-2010, 02:19 PM
Originally bolts didn't even require a target. You could face a direction, and cast. From what I recall it would even hit npcs that moved in its path, thus creating aggro that wasn't your original intent. Also, if it was chasing an npc target, if one got in its path, it would hit it and never reach your intended target. If following a target, it would go on forever until it hit something, including its targets corpse, if they died before it got to them.

That's ringing a bell - didn't arrows also act like that? I'm sure I remember as a baby ranger in GFay missing a bat and hitting a guard instead.

Might just be old age playing tricks with my memory :-)

Haynar
11-15-2010, 02:24 PM
That's ringing a bell - didn't arrows also act like that? I'm sure I remember as a baby ranger in GFay missing a bat and hitting a guard instead.

Might just be old age playing tricks with my memory :-)
I thought I remembered arrows doing something like that. I cannot remember though.

Haynar

Haynar
11-15-2010, 02:26 PM
This is how it looked on live.

http://i51.tinypic.com/243hx7q.jpg
http://i52.tinypic.com/200urzs.jpg

Bolts are a work in progress. I don't think the spell particle is correct yet.
I have been unable to find the right texture for the bolt. It may be broken in this client. The texture that should have worked, didnt. I remember for awhile on live, that I saw no missile, just a delay. I don't remember the time frame though.

Haynar

Madigan
11-15-2010, 02:37 PM
Ah, that's interesting. This is my first time playing a mage but come to think of it, I do remember seeing what I thought were graphics glitches (aka the bolts) flying through the sky.

I understand that it's a WIP, I just remembering doing a huge WTF? when I casted my lvl 24 bolt at Travis Two-Tone and saw this red orb slowly move toward him. I literally had my mouth drop open. It was quite hilarious.

Deezie
11-15-2010, 02:43 PM
That's ringing a bell - didn't arrows also act like that? I'm sure I remember as a baby ranger in GFay missing a bat and hitting a guard instead.

Might just be old age playing tricks with my memory :-)

I know this was at least true for pvp in arenas. Any projectile thrown and hit a player in front of the target worked. But I never played a class that regularly used archery/throwing so I can't be sure about pve.

Lyrik
11-15-2010, 03:29 PM
I played a mage a good bit on live. Here's what I remember



Originally bolts didn't even require a target. You could face a direction, and cast. From what I recall it would even hit npcs that moved in its path, thus creating aggro that wasn't your original intent. Also, if it was chasing an npc target, if one got in its path, it would hit it and never reach your intended target. If following a target, it would go on forever until it hit something, including its targets corpse, if they died before it got to them.



I think it did need some type of conic radius to start chasing a target. As in you couldn't be facing opposite your target, but you also didn't need to be lined up exactly with them. I remember the Z axis double nuke as well. If levitating, and very close to the target, it would sometimes hit twice.

All of that sounds correct to me.

Malakriss
11-15-2010, 04:30 PM
I was disappointed when I tried out my only Bolt spell as a wizard (Level 8: Fire Bolt) and found it did not have the changes :(

guineapig
11-15-2010, 04:33 PM
I think that old Everquest alpha video on Youtube shows what a bold spell used to look like.

edit: pre-alpha

http://www.youtube.com/watch?v=5ae-1KuAvMY

bolt spell at 0:40

Lyrik
11-15-2010, 05:31 PM
Those character models/run animations were so awesome.

finalgrunt
11-16-2010, 04:35 AM
- Indeed, without a target or targetting yourself, bolts would flight straight ahead, but I don't remember it was aggroing anything crossing the line of shoot (I remember trying over and over to get it to hit something in orc highway).

- Landscape but not the players would "destroy" the bolt on hit.

- Bolts were a tiny bit faster than what their current speed is.

- Bolts for magicians at least looked like a fire (for the color) flare.

RKromwell
11-16-2010, 04:54 AM
I thought I remembered arrows doing something like that. I cannot remember though.

Haynar

The big problem with arrows, other players could block your shot. You had to have an open path between you and the target.

Lelroni
01-27-2011, 12:40 PM
I have not tried this on the lower level bolt spells but would assume it's the same between them. The delay from after the spell is finished casting and when the bolt actually hits the target seems to take longer then I can remember. I'm happy you guys got the graphic working, I can now see the little fireball going towards my target. I don't have any real proof to my claims, maybe some other mages can tune in? Then again, it could just be the years making me forget..

Drieddead
03-15-2011, 07:42 AM
This spell is buggy. Sometimes when you cast it it works fine, sometimes you will cast it, it will take the mana from your mana to cast it and never hit. It doesnt send a resist message or anything just never does the 40+ dmg its supposed to. Iv tried to recreate it in different ways but cant get any consistent results. Just sometimes it doesnt hit as it should.

Yinaltin
03-15-2011, 01:00 PM
bolt line spells need LOS to land . that means no small hills , no edges , no corners , no trees in between you and the mob . if you watch you can even see the bold flying away from you . also it takes time to land on the mob equally to the distance the mob is away from you .

Drieddead
03-15-2011, 07:41 PM
i know it needs los and i keep los when casting it just sometimes it doesnt land sometimes.

Chicka
03-15-2011, 10:00 PM
First, bolt spells on this server are more like homing missiles than the live version where a blade of grass would get in the way. Second, don't try to cast something else until the bolt actually hits the mob.

Ropethunder
03-17-2011, 03:55 AM
I tried casting a bolt spell on myself while in PoS and it never hit. The second attempt worked.

I've also experienced the same issue with the bolt never reaching its target. For example, firing it at a seafury in a wide open area (not uphill/downhill) sometimes results in the bolt never hitting a target.

Yinaltin
03-17-2011, 05:18 AM
remember that the bolt has a maximum range starting from where you casted it . also , the bolt has its own speed that is just a lil higher than normal mob walking speed . so if the mob you want to cast on is pathing away (cause you want to pull this mob with the bolt spell) , the mob might outrun the bolt cause its outside of the bolt max range .

uygi
03-18-2011, 06:46 AM
...the mob might outrun the bolt cause its outside of the bolt max range .

Is this true? Certainly not classic. I remember casting bolts in Kunark (where excessive range from target makes the target run around crazy) and either backing away from the target while bolt is in the air, or having the bolt chase the target a great distance and the mob going nuts and running off, consistent with Kunark aggro mechanics...

I recall the range limit being only the max range between caster and target at the moment the spell completes and fires; the projectile would then do whatever it did.

finalgrunt
03-19-2011, 07:40 AM
I'm pretty sure this refers to this bug:http://www.project1999.org/forums/showthread.php?t=21349&highlight=bolts

Haul
07-19-2011, 10:35 PM
My mage is only landing 20-30% of bolts, and you can see the bolt animate and go right to the seafury and it still doesn't land. Not sure if its because of the mob being a seafury or what, but its absolutely not working correctly.

adam9242
07-19-2011, 10:50 PM
This seems to happens when you switch targets while bolt is in air, such as if you heal your pet before bolt lands.

Haul
07-19-2011, 10:52 PM
I havn't tested that, but that isn't why its messed up for me. They are missing 10-30% of the time from all directions and point blank/far away/middle distance. It's totally screwjobbed.

Harrison
07-19-2011, 11:26 PM
I can confirm this happens all the fucking time.

I haven't found a rhyme or reason as to why, though. Sorry...

Harrison
07-19-2011, 11:29 PM
7-10+ roots from an earth pet isn't enough aggro to pull off from a 5dmg nuke. (with the melee that goes with the roots, and the DS, and the procs from stun whips)

Pet aggro is broken beyond all reason.

Haul
07-22-2011, 08:19 PM
So I guess another mage who has burnt wood staff also explained to me what the problem was. You must wait for the first bolt to land before clicking staff for a new cast. Problem resolved.

furny
08-19-2011, 10:07 AM
1. All bolt spells are too slow. They can't keep up with a mob walking away. They need to be sped up 3x or 4x faster. I remember it being slightly faster than a sow'd player.

2. If you cast ANY spell while a bolt is in air, it will never hit it's target and still uses your mana. On live you used to be able to cast a couple bolts in succession, while pulling, and you'd land the second shortly after the first one. Here you just can't cast anything until the first one lands... and since theyre so slow, you sit there waiting for a long time.

3. If another mob paths in the way of a bolt, it should take the hit. Here that doesn't happen. On the other side of the coin, the bolt can "miss" if say a player (not in duel, as they should take dmg if they're pvp flagged) or pet walked infront of it.

furny
08-19-2011, 10:28 AM
So I guess another mage who has burnt wood staff also explained to me what the problem was. You must wait for the first bolt to land before clicking staff for a new cast. Problem resolved.

This is broken. You should not have to wait for it to land.
Side note: the bolt goes waaaay slower than it did on live, as well.

Loly Taa
08-19-2011, 12:41 PM
So I guess another mage who has burnt wood staff also explained to me what the problem was. You must wait for the first bolt to land before clicking staff for a new cast. Problem resolved.

It's not just waiting for the bolt to land before casting another, you need to wait for the bolt to land before casting any spell, casting any spell while a bolt is in the air makes it not hit the target.

Jamuraan
09-08-2011, 02:26 AM
I'm gonna bump this for the Burnt Wood Staff but also make a new thread specifically for the Staff.

Edit: So apparently it's all bolts? I just never noticed because I didn't chain bolts so I wouldn't draw aggro.

Jamuraan
09-12-2011, 05:15 PM
Bump

Pudge
09-13-2011, 04:12 AM
bolts sounding pretty bugged out

Jamuraan
09-16-2011, 04:28 AM
bump

Silikten
10-02-2011, 04:45 AM
mage bolts just flat out miss almost everytime. no emote for miss no emote for resist. just vanishes

Bockscar
10-02-2011, 05:17 AM
There's a bug on p99 where if you start casting another spell before the bolt resolves, it disappears. Bolts appear to travel a lot slower on p99 as well.

Lasher
10-02-2011, 10:08 AM
can bolts get blocked by other players on red99? On live i think if you step in front of a bolt that wasnt intended for you, you got wtfnuked. Im remembering correctly right? I think the same thing happened with arrows

Harrison
10-02-2011, 02:29 PM
can bolts get blocked by other players on red99? On live i think if you step in front of a bolt that wasnt intended for you, you got wtfnuked. Im remembering correctly right? I think the same thing happened with arrows

Both of these things happened.

Silikten
10-02-2011, 03:25 PM
I can stand like 20ft from the mob, bolt, watch it connect, but nothing happens. It just dissipates.

Harrison
10-02-2011, 03:52 PM
They may as well revert the "fix" for mage bolts and return them to being instant.

Silikten
10-03-2011, 02:20 AM
Yeah, I made sure I had complete LOS as well. Nothing blocking it. I watch it fly to the mob, kind of veer upward, then disappears and nothing happens.

sellawiz
10-03-2011, 02:34 AM
They may as well revert the "fix" for mage bolts and return them to being instant.

Disagree, it's a good pseudo nerf to mages. At least the part where its not instant and you can sort of out run it and zone if you are close.

Ptkfgs
10-03-2011, 05:20 AM
I remember on live if you stood high up enough on a hill sometimes the mage bolts would double nuke. Maybe this has something to do with it?

Bockscar
10-03-2011, 05:29 AM
Disagree, it's a good pseudo nerf to mages. At least the part where its not instant and you can sort of out run it and zone if you are close.

Well, if mage nukes are completely fucked, they need to be fixed whether by fixing bolts or making them into normal nukes. Arbitrarily nerfing classes is out of the question.

nilbog
10-03-2011, 08:41 AM
Need specifics as to what works, and what doesn't, so we can work on it.

Firstly, bolts having no cast time is completely inaccurate. It's been that way on the other emus, but take this into consideration. Magician's highest damage nukes (bolts) required time to land, and for LOS to be clear. Having instant evocation nukes is very non-mage like :P

So, with that being said, let's go through what works.. and what doesn't.

First, graphic. It currently looks like a flying glowing black stone, pulsating red. We know this isn't right. It's the closest we could get until the flare graphic is corrected. So this is known.

How about the speed of the bolt? Here are some classic pics.

http://i51.tinypic.com/243hx7q.jpghttp://i52.tinypic.com/200urzs.jpg

How fast are the bolts? Should take a bard to outrun. IIRC, just having a sow, the bolt will catch you eventually.

Can you cast bolts without a target?

Do bolts interrupt if you cast another spell before it lands? What exactly happens?

Quotes from another bug report. I responded to PVE, but PVP bolts should work the same, correct?

I played a mage a good bit on live. Here's what I remember

Didn't it also fail if it passed through players / the ground before reaching its target?

Originally bolts didn't even require a target. You could face a direction, and cast. From what I recall it would even hit npcs that moved in its path, thus creating aggro that wasn't your original intent. Also, if it was chasing an npc target, if one got in its path, it would hit it and never reach your intended target. If following a target, it would go on forever until it hit something, including its targets corpse, if they died before it got to them.

You would have to be facing your target to begin casting, if you had any terrain in the way of the bolt it would fail, but you also had the random chance it would hit the target twice for some unknown Z-axis reason.

I think it did need some type of conic radius to start chasing a target. As in you couldn't be facing opposite your target, but you also didn't need to be lined up exactly with them. I remember the Z axis double nuke as well. If levitating, and very close to the target, it would sometimes hit twice.

http://www.project1999.org/forums/showthread.php?p=174454#post174454

Harrison
10-03-2011, 09:15 AM
I don't remember it being able to cast without a target, myself.

I do remember it being able to get "intercepted" by both npcs and players. (It is the same with arrows, and archery always required a target.)

You could always cast other spells before the bolt landed, unless there was a random bug here and there on live.

Smedy
10-03-2011, 10:27 AM
can bolts get blocked by other players on red99? On live i think if you step in front of a bolt that wasnt intended for you, you got wtfnuked. Im remembering correctly right? I think the same thing happened with arrows

Yes, however on live you couldn't outrun a bolt, but you could avoid it by dodging behind a tree or a hill, if you had time to do it, they travelled faster then bard max speed.

Harrison
10-03-2011, 10:32 AM
You COULD however juke it with shadowstep.

furny
10-03-2011, 12:11 PM
bump

Lasher
10-03-2011, 10:25 PM
On live did bolts actually chase their target or did it just go in a straight line to what ever you had targeted?

P99 the bolt eventually catches up to the target as long as no hard objects block the bolt, so i think it could literally take a 180 turn. Its been so long ago but i dont seem to remember live bolts doing that, anyone able to confirm/deny?

Palemoon
10-03-2011, 10:55 PM
Ok here is some fresh/hot info straight from Al'kabor about bolts:

-It is impossible to hit myself with a bolt spell. I can cast it with me as a target, but it will never land on myself.

-I could cast a bolt on my alt, and then use a fast cast noob nuke on myself and my nuke would land and then the bolt would land on my alt. I.E. your bolt can be traveling through the air to your target and its not going to mess up your current cast. You can cast multiple bolts too, lets you front load a bunch of damage on a mob (or player!) before they agro you.

-I CAN cast bolt with NO target. The bolt will then shoot out in a straight line in the direction I'm facing. The bolt WILL hit my alt in its path, even though I've not targetted anything.

-I can stand with my back to my alt, and target her and still use bolts. I.E. you dont have to "face" your target with bolts.

-I can confirm that bolts can hit unintended targets on its route to its target.

-IF you cast on a target in range at the end of your casting time (i.e. you have them on your actual target window), them backing off out of range wont save them from the bolt. I tried a dozen times to do the same without having the alt on target window, but the "wild bolt" never gets to them when they back up out of range. This was all done in a very long straight and obsticle-less giant hallway. This was not done with a bard running a million miles away at top speed, but confirms that the bolt will travel farther then the base 300 unit range if an actual target is used who then moves farther then 300 away.

I can verify all of the above quickly to any GM who wants to log into Al'kabor.

Kringe
10-04-2011, 03:39 AM
I agree with this, the bolt line is very very slow to react. Needs to be sped up alittle.

Envious
10-04-2011, 03:52 AM
Faster

Kelsar
10-04-2011, 07:50 PM
As of yesterday, I couldn't LoS high lvl mage bolt.

Nixus
10-05-2011, 11:44 AM
As of yesterday, I couldn't LoS high lvl mage bolt.

Same.

Also as previously posted they were much faster on live. The "dissapation" we are seeing seems to be random.

Silikten
10-07-2011, 01:15 AM
Update: Bolt speed is definitely more accurate. Nice job!

Still getting random "dissipation". I will try to fraps it so you can see how it is viewed from my screen. Looks like the bolt is trying to hit the front of the mob/pc rather than any angle (back,side, etc).

here is a video i made of the delay. You can kind of see a light source behind the bolt. Not sure what that is!

http://www.youtube.com/watch?v=luxOdPZ1h4w

Silikten
10-07-2011, 04:51 AM
Also, does anyone else remembering being able to stack bolts on a wall because you didnt need LOS, then when they rounded the corner they would eat like 4 bolts?

Layne
10-07-2011, 07:14 AM
man people need to start showing some proof of "this is how it was on live". stuff im hearing seems so far fetched, yet it is being changed in game from what seems to me as some kids foggy memories of his level 20 main on live back in the day

Silikten
10-07-2011, 03:54 PM
I specifically remember stacking bolts. But it might of been luclin era. That is why I asked. I played during Kunark to level 85 cap. Kind of had TONS of changes ><

mimixownzall
10-07-2011, 11:06 PM
can bolts get blocked by other players on red99? On live i think if you step in front of a bolt that wasnt intended for you, you got wtfnuked. Im remembering correctly right? I think the same thing happened with arrows

On live you could point your mage at something way off and cast bolt; it acted like a projectile and would hit if the bolt passed through whatever you were aimed at.

It also would get blocked by players. This is one of the main reasons mages used conjuration as their specialization because using bolts were useless most of the time. Nothing like sitting through a 8 second cast to have someone step in front of your bolt and eat it.

Silikten
11-01-2011, 03:25 AM
finally made a video....

http://www.youtube.com/watch?v=Ey7RVk0fKAM&feature=youtu.be

Aelzrith
11-01-2011, 03:39 AM
Ok here is some fresh/hot info straight from Al'kabor about bolts:

-It is impossible to hit myself with a bolt spell. I can cast it with me as a target, but it will never land on myself.

-I could cast a bolt on my alt, and then use a fast cast noob nuke on myself and my nuke would land and then the bolt would land on my alt. I.E. your bolt can be traveling through the air to your target and its not going to mess up your current cast. You can cast multiple bolts too, lets you front load a bunch of damage on a mob (or player!) before they agro you.

-I CAN cast bolt with NO target. The bolt will then shoot out in a straight line in the direction I'm facing. The bolt WILL hit my alt in its path, even though I've not targetted anything.

-I can stand with my back to my alt, and target her and still use bolts. I.E. you dont have to "face" your target with bolts.

-I can confirm that bolts can hit unintended targets on its route to its target.

-IF you cast on a target in range at the end of your casting time (i.e. you have them on your actual target window), them backing off out of range wont save them from the bolt. I tried a dozen times to do the same without having the alt on target window, but the "wild bolt" never gets to them when they back up out of range. This was all done in a very long straight and obsticle-less giant hallway. This was not done with a bard running a million miles away at top speed, but confirms that the bolt will travel farther then the base 300 unit range if an actual target is used who then moves farther then 300 away.

I can verify all of the above quickly to any GM who wants to log into Al'kabor.

In all my years of playing a Mage, I agree with his findings.

Nirgon
11-03-2011, 01:18 PM
Yeah, all of the above based on what I remember.

Massive Marc
11-03-2011, 03:56 PM
I remember on live if you stood high up enough on a hill sometimes the mage bolts would double nuke. Maybe this has something to do with it?

Confirmed that this happened on live.

I would be in Hate all the time at the top of the wall bolting down for double hits.

rivalxl
11-04-2011, 05:37 AM
I remember being able to target someone, turn around and cast a bolt, then turn back towards them and cast it again with both bolts hitting the target. It was one of the best ways for a mage to say hello in pvp.

I played a mage on RZ from launch to 2004.

tuskadon
11-23-2011, 09:36 PM
when casting flame bolt, you have to move your charecter after casting it for the spell to land, otherwise there's no message for resist, or a hit, just nothing.

Also, people running, will outrun the flame bolt spell, the target must be standing completely still for the flame bolt spell to hit, this is the level 8 one, but I imagine that the other's are similar since they probably use the same mechanics.

On live, before luclin, the flame bolt spell did require a line of sight for it to hit, but it also had a huge fireball graphic, and it moved very fast, at selos speed. After luclin got released, flamebolt got a new mechanic where you were no longer able to see the bolt of flame moving.

The dmg was also instant, it didn't take 2-4 seconds for the damage to register, as it's doing here on the emu.

Harrison
11-24-2011, 12:43 AM
They just need to revert their creative changes to it back to instant until working properly. In its current state, it is broken entirely.

Silikten
11-24-2011, 01:33 AM
They just need to revert their creative changes to it back to instant until working properly. In its current state, it is broken entirely.

Bolts are too powerful to be instant. Better to try and fix than revert them. I addressed this a while ago though and posted a video of the problem. Hopefully it gets fixed soon!

Castle
12-02-2011, 02:48 PM
Without sow I can often outrun my own bolt... Strafing and jumping and running across semi-rough terrain... so can people I shoot it at. Bolts have a casting range of 300, but an effective range of 50.. they are not what they are meant to be. This hurts wizards and gimps mages. Considering mage pets are less than a nuisance in PvP and mages have no utility spells... it makes them unclassicly suck in PvP.

Just a heads up. Please fix bolts. Pet damage needs a long gander as well.

Glitch
12-02-2011, 03:09 PM
I'm pretty sure mages sucked in pvp to begin with. Bolts just gave them something to do.

Castle
12-04-2011, 04:33 AM
Outrunning bolts w/ or w/o sow = stupid...

Update devs?

Uthgaard
12-04-2011, 06:30 PM
I have a screenshot somewhere of me running a bolt in circles, as a 53 bard with Selo drums. So the correct speed should be slightly below whatever that comes out to be.

Nirgon
12-05-2011, 02:41 PM
I have no bolt graphic, is that something I have set up wrong? I'm looking for the little sun looking thing that usually shot out. Sometimes I see a little gbs graphic floating from others but for me they always look to cast as a DD.

furny
01-23-2012, 05:05 PM
bump

Malrubius
01-23-2012, 05:19 PM
agree

furny
01-23-2012, 05:28 PM
so far, I'm unable to find somewhere documenting this. Please help research to get this changed. I am not able to find anything that talks about speed of bolt, but I came across this comment discussions on Scars of Sigil eluding to the fact that this guy was chain casting bolts:

http://everquest.allakhazam.com/db/spell.html?spell=1661

Slave
04-09-2012, 06:59 PM
1. All bolt spells are too slow. They can't keep up with a mob walking away. They need to be sped up 3x or 4x faster. I remember it being slightly faster than a sow'd player.

2. If you cast ANY spell while a bolt is in air, it will never hit it's target and still uses your mana. On live you used to be able to cast a couple bolts in succession, while pulling, and you'd land the second shortly after the first one. Here you just can't cast anything until the first one lands... and since theyre so slow, you sit there waiting for a long time.

I want to thank you for #2; after testing, this has been determined to be the main cause of my bolts not hitting.

These major flaws in these spells usable by multiple classes add up to an entire line of spells hopelessly bugged beyond any utility in P99.

HarrisonStillPosting
04-09-2012, 08:09 PM
They need to revert the changes and make them instant land, add 1-2 seconds to the cast time if you feel that is "OP".

The change broke the spell. It needs to be reverted.

Dumesh Uhl'Belk
04-10-2012, 02:37 AM
These major flaws in these spells usable by multiple classes add up to an entire line of spells hopelessly bugged beyond any utility in P99.

Actually, it makes them very nice against belly casters since you can cast them from outside melee and AE range, and then run in along with the bolt, standing in belly range while they hit, and then retreat. You spend less time in danger.

Take those lemons and make lemonade.

Slave
04-10-2012, 06:58 AM
Actually, it makes them very nice against belly casters since you can cast them from outside melee and AE range, and then run in along with the bolt, standing in belly range while they hit, and then retreat. You spend less time in danger.

Take those lemons and make lemonade.

That feels too much like an exploit for not even much of a payoff. That is absolutely not Classic mechanics for sure and I wouldn't be happy using it, because it is supposed to be better in so many other ways.

Tverian
04-17-2012, 07:23 PM
The "cast anything before the bolt lands means the bolt fails" sucks. And what's w/ the amount of hate generated? (Solo) I cast one bolt, even on a non-flee mob from 30% to 10%, and I will be permanently above my pet's agro.

seaweedpimpz
04-17-2012, 08:08 PM
Could we also do a change on the graphic on the spell?

I played a mage later 2006-2008ish, but dont really remember seeing a huge bolt.

But, I seem to remember before that, around 03 perhaps, seeing bolts, but not the ones we have here. As of now they look like a tiny pinpoint laser. Would love to see huge bolts flying around.

I remember clearly that mages could shoot a bolt, then cast another spell, like shock of swords for instance, and they would nearly land at the same time.

Honest
04-23-2012, 06:35 PM
I've noticed since the patch that Bolt Spells (at least bolt of flame) Will cast, take mana, say "target is bathed in fire" but then not do any dmg. Also there is no resist msg. Below is a screenshot. This has happened 3 out of 5 bolts.

http://i27.photobucket.com/albums/c165/Kaldek/flamebolt.png

Treats
04-23-2012, 08:23 PM
That is your pet proccing his fire DD on the gargoyle.

If your bolt isn't landing most likely you are starting another spell before the bolt reaches the target.

Bigcountry23
06-30-2012, 07:25 PM
Bumping this. The big concern I have is having to wait to cast another spell until after bolt lands. That should be fixable.

Kaellaven
07-04-2012, 07:42 PM
Bump. Need this fixed!!

furny
08-31-2012, 02:46 PM
-Bump-

This issue here is that if you cast anything, including an item (i.e. jboots), the bolt spell will not land. It gives no message at all. You literally cannot do anything until that (overly slow) bolt lands.

Please fix it so I can jboot and/or cast another spell while the bolt is in mid air approaching it's target.

this is not classic to have it just cancel without warning.

Thanks!

furny
08-31-2012, 02:48 PM
- bump -

Mage bolt spells are still interrupted when you cast anything (including items like jboots) while the bolt is in-flight to it's target.

You currently cannot cast/use anything until it hits and this is not correct.
Aside from it being too slow, it should not just cancel mid air if you perform another action.

uygi
09-02-2012, 11:07 PM
All indications are that wizard and mage bolts would have the same mechanics if they were correct. Liking this thread about the ragefire bracer (http://www.project1999.org/forums/showthread.php?t=73939), it's wizard bolt clicker, and wizard bolts in general. If you assume mage and wizard bolts behave the same, I have solid evidence from classic era for you there.

Aelzrith
09-02-2012, 11:37 PM
Bump for truth.

I played a mage to 60 from kunark to velious on live and, yes, you should be able to cast another spell after casting bolt, but before it lands, and that should not cause the bolt to cancel.

Chokan
09-04-2012, 04:07 PM
Agree, remember being able to cast bolt, then a DD and have both hit at the same time for burst dps.

Boilon
09-04-2012, 07:52 PM
VIVA LA REVOLUTION! I don't think i've casted a single bolt spell since level 30ish because of this

furny
09-19-2012, 12:54 PM
Casting any spell, including items like jboots, cancels a bolt in flight from landing.
The bolt will fly to target and never register.

Everything aside; additional spells should not interrupt an already completed spell.

Please please please address this.

furny
10-10-2012, 02:26 PM
bump.

Please post if you find any supporting documentation.
At the very least, other spells/clickies should prevent the bolt from ever landing.

Burt
10-19-2012, 11:06 PM
bump. were bolts broke this long in classic?

Chokan
01-23-2013, 05:04 PM
Bump

Nirgon
01-23-2013, 05:58 PM
You guys really need proof that bolts spells produced a bolt in classic that traveled at a fast speed? smh @ this.

Patch notes? Everlore posts or w/e? Some of this stuff is pretty obvious (see necro heal thread).

Bamzal Sherbet
01-23-2013, 06:40 PM
this one is a known fact. the problem is actually coding it

Chokan
01-24-2013, 10:41 AM
There's nothing about this because it wasn't an issue on live, something wrong here.

Nirgon
01-24-2013, 11:45 AM
Collision detection is serious business

Make them direct damage until they ever get fixed

That lil gbs thing was an embarassment and casting through walls is terribad

Chokan
01-28-2013, 02:57 PM
Agree make DD until fixed. As is now it's dumb to have to wait for your bolt to hit before you can literally do anything else...

heartbrand
01-28-2013, 03:03 PM
Agree make DD until fixed. As is now it's dumb to have to wait for your bolt to hit before you can literally do anything else...

Snufz
01-28-2013, 04:13 PM
Make them direct damage beyond useless in current un classic incarnation

Chokan
01-29-2013, 12:01 PM
Not one comment from a dev in 1.5 yrs, we are most likely out of luck.

diplo
01-30-2013, 03:24 PM
bump for the mage brotherhood.

Chokan
02-05-2013, 09:27 AM
Bump

Chokan
02-06-2013, 04:10 PM
Bump

tekniq
02-11-2013, 02:06 PM
bupmity.

Chokan
02-12-2013, 05:48 PM
Bump

Oddone
02-13-2013, 01:58 AM
Bump I'm getting tired of wasting mana cause I cast a bolt spell then decide to click my jboots and then my bolt never hits the target.

maker
02-13-2013, 06:08 AM
shizzam... err bump

SamwiseRed
02-13-2013, 10:23 AM
Bump I'm getting tired of wasting mana cause I cast a bolt spell then decide to click my jboots and then my bolt never hits the target.

e bolt works the same way on another server i played on.

SamwiseRed
02-13-2013, 02:55 PM
bolts

http://www.youtube.com/watch?v=YXu4NZdxss8&list=PLC2B2DD577C9DA9B3&index=6

SamwiseRed
02-13-2013, 02:59 PM
that video is a little exaggerated. here is how bolts should work

http://www.youtube.com/watch?v=Xhca2AjyHeY&list=PLC2B2DD577C9DA9B3&index=5

Chokan
02-14-2013, 03:11 PM
Well done sir...

diplo
02-14-2013, 04:25 PM
that video is a little exaggerated. here is how bolts should work

http://www.youtube.com/watch?v=Xhca2AjyHeY&list=PLC2B2DD577C9DA9B3&index=5

that looks amazing, way better than the current one which looks like someone is throwing a GBS

Chokan
02-15-2013, 12:13 PM
Bump

Loly Taa
02-15-2013, 01:56 PM
I can confirm;

-Bolts were 2-3x faster on live
-You could have more than one in the air at once

I'm unsure if they always hit belly casters though, I was a cleric who had the Ragefire bolt clicky back then.

Chokan
02-18-2013, 09:45 AM
Bump

Chokan
02-19-2013, 11:06 AM
Bump

Chokan
02-21-2013, 10:45 AM
Bump

diplo
02-21-2013, 10:58 AM
no love for mages it seems.

Ouzin
02-21-2013, 12:39 PM
Bump

diplo
02-21-2013, 01:05 PM
i am starting to lose faith, fellow followers of conjuration. it seems as though our efforts our futile. this shall be my last and final bump :(

Rubicent
02-21-2013, 02:13 PM
Hopefully they're aware. I am sure they will fix it eventually. It's not exactly game breaking.

diplo
02-21-2013, 02:58 PM
Hopefully they're aware. I am sure they will fix it eventually. It's not exactly game breaking.

it is game changing for our class, though.

Chokan
02-21-2013, 05:20 PM
it is game changing for our class, though.

QFT

Chokan
02-22-2013, 12:30 PM
Bump

Chokan
02-25-2013, 01:05 PM
Bump

Nirgon
02-25-2013, 01:09 PM
Fix b4 Velious plz

SamwiseRed
02-25-2013, 01:36 PM
that video is a little exaggerated. here is how bolts should work

http://www.youtube.com/watch?v=Xhca2AjyHeY&list=PLC2B2DD577C9DA9B3&index=5

diplo
02-26-2013, 10:11 AM
Fix b4 Velious plz

Telin
02-27-2013, 05:18 AM
The spell bolts were part of the original spell graphics. This server currently uses the spell particles that came out around Luclin through the use of the spellsnew files and spell effects folder. I think they might have gotten rid of that shooting bolt in that era anyway. I say that because on the Al'kabor server nobody sees the bolts anymore unless you delete the spellsnew files, which I do, and it does look quite cool.

As explained in another thread, if you revert to the original spell graphics by deleting spellsnew.edd and spellsnew.eff, they're even more broken than the upgraded ones currently used. The particles are missing from the caster's hands, and some surrounding particles are not aligned properly to the characters.

As soon as someone figures out how to fix the original spell particles, then naturally the bolt spell would be fixed as well.

Chokan
02-28-2013, 09:32 AM
Bump

Chokan
03-01-2013, 12:17 PM
Bump

nilbog
03-01-2013, 12:21 PM
The spell bolts were part of the original spell graphics. This server currently uses the spell particles that came out around Luclin through the use of the spellsnew files and spell effects folder. I think they might have gotten rid of that shooting bolt in that era anyway. I say that because on the Al'kabor server nobody sees the bolts anymore unless you delete the spellsnew files, which I do, and it does look quite cool.

As explained in another thread, if you revert to the original spell graphics by deleting spellsnew.edd and spellsnew.eff, they're even more broken than the upgraded ones currently used. The particles are missing from the caster's hands, and some surrounding particles are not aligned properly to the characters.

As soon as someone figures out how to fix the original spell particles, then naturally the bolt spell would be fixed as well.


It's not that simple :T

You are correct in that the bolt graphic does not exist in the Titanium client (afaik), but the process for making the bolt fly, maneuver, hit passing npcs, be blocked by line of sight, etc etc.. all are source-based. Quite difficult apparently.

Dullah
03-01-2013, 12:31 PM
How about just allowing other spells to be cast while the bolt is airborn. Possible?

heartbrand
03-01-2013, 01:34 PM
make bolts DD's like Sony did with the appropriate mana/cast time/damage changes and all problems solved. that seems a FAR improvement over the current state of bolts, both are non-classic, one is balanced one is not.

SamwiseRed
03-01-2013, 01:42 PM
didnt know they changed bolts to DDs but i have to agree that it would be better than the current mechanic.

Snufz
03-01-2013, 04:16 PM
Just make bolts dds

Aelzrith
03-03-2013, 02:56 AM
It's not that simple :T

You are correct in that the bolt graphic does not exist in the Titanium client (afaik), but the process for making the bolt fly, maneuver, hit passing npcs, be blocked by line of sight, etc etc.. all are source-based. Quite difficult apparently.

Particles are one element of this thread, but the mechanics of bolts (specifically, casting another spell before the bolt lands) should be corrected to classic (correct) mechanics.


Is it a coding issue or are devs still looking for more proof that the way bolts currently work is not classic?

nilbog
03-03-2013, 11:00 AM
Read the second part of the sentence you quoted. I know how they should work; I played a magician in classic. What I was saying above is that simply correcting the graphic would not fix their source/code functionality.

Here is more reading in another bug report: http://www.project1999.org/forums/showthread.php?t=50398&page=2

That being said, I will see if someone can look into this again. Haynar was working on this prior to going on rl hiatus. I miss Haynar :T

SamwiseRed
03-03-2013, 11:10 AM
you realizing being able to cast multiple bolts is OP with the current mechanic. right now they are heat seeking missiles. only way that would work with the current mechanic is if you made them DD's but even that may require some other changes. the bolt line, if i remember, was supposed to be more mana efficient at the cost of the mob needing to be in position. uh not sure i worded that right but bolts were more risky to use in classic because if a mob was fleeing or what not it might miss. i think changing them to DD would require you to either increase cast time or cost of mana.

nilbog
03-03-2013, 11:32 AM
you realizing being able to cast multiple bolts is OP with the current mechanic. right now they are heat seeking missiles. only way that would work with the current mechanic is if you made them DD's but even that may require some other changes. the bolt line, if i remember, was supposed to be more mana efficient at the cost of the mob needing to be in position. uh not sure i worded that right but bolts were more risky to use in classic because if a mob was fleeing or what not it might miss. i think changing them to DD would require you to either increase cast time or cost of mana.

I realize the existing issues with them and I'm trying to get them fixed. From memory, bolts were not more mana efficient, but did more damage for more mana (for magicians). DD (shock) type spells did less damage for less mana, and without having to deal with bolt mechanics.

The cast time and mana costs are correct. I'm not sure what you're getting at. What is broken needs to be fixed.

SamwiseRed
03-03-2013, 11:40 AM
ah i was responding to
How about just allowing other spells to be cast while the bolt is airborn. Possible?

i mean, on the pvp server, if a mage could spam bolts (they go thru walls and w/e) it would be seriously unfair and more OP than the current bolt.

SamwiseRed
03-03-2013, 11:47 AM
I dunno I just think bolts should require LOS at the start and finish of cast. bolts going through walls, trees, ect is just unbalanced and opposite of how bolts worked in classic. make it a DD that follows the same LOS rules as all the other DDs.

diplo
03-04-2013, 06:07 PM
I dunno I just think bolts should require LOS at the start and finish of cast. bolts going through walls, trees, ect is just unbalanced and opposite of how bolts worked in classic. make it a DD that follows the same LOS rules as all the other DDs.

if it doesnt get changed to a DD, please increase the speed. bolts have been useless pvp against sow'ed players.

SamwiseRed
03-04-2013, 06:08 PM
you have an earth pet do deal with sow'd players dawg

Snufz
03-04-2013, 07:16 PM
Samwise shitting on another bug thread with no real insight.

I don't see it ever being coded to require los on bolt hit. Therefore there are a few options.

1 increase bolt speed
2 keep same slow as hell bolt speed but code it so you can have multiple bolts in the air at once as per clasic. As it stands now after you cast a bolt if you even hit j boots the bolt will poof. Effectively silencing the mage until bolt hits.
3 change bolts into a direct damage spell. Probably the easiest and most effective solution.

Nirgon
03-04-2013, 07:18 PM
I realize the existing issues with them and I'm trying to get them fixed. From memory, bolts were not more mana efficient, but did more damage for more mana (for magicians). DD (shock) type spells did less damage for less mana, and without having to deal with bolt mechanics.

The cast time and mana costs are correct. I'm not sure what you're getting at. What is broken needs to be fixed.

Bolts also could be fired without a target and at even greater range when that was the case.

I'd line up a nice griffawn in NK and let a stream of bolts go towards it once it had appeared to settle.

Being able to line up bolts like this really made the lvl 20-24 grind for wizzie bearable and added a fun skill factor.

Cwall 53.0
03-04-2013, 09:41 PM
Bolts also could be fired without a target and at even greater range when that was the case.

o god i forgot about this

nostalgiaing hard as fuck right now

Nirgon
03-04-2013, 10:21 PM
A master of the peeveepee bro (http://www.youtube.com/watch?v=BHHB9jdGN_Y) you may be, but you have no idea what it's like for me to nostalgia

SamwiseRed
03-04-2013, 11:00 PM
Samwise shitting on another bug thread with no real insight.

I don't see it ever being coded to require los on bolt hit. Therefore there are a few options.

1 increase bolt speed
2 keep same slow as hell bolt speed but code it so you can have multiple bolts in the air at once as per clasic. As it stands now after you cast a bolt if you even hit j boots the bolt will poof. Effectively silencing the mage until bolt hits.
3 change bolts into a direct damage spell. Probably the easiest and most effective solution.

what are you talking about? bolts going thru walls isnt a bad mechanic, its borderline exploits. in classic you needed a direct path to your target. a wall, tree, bug, rock would block the cast (not block the cast as in stopping the spell but bolt would not hit target). requiring LOS would make it more classic like than anything.

heatseeking missiles != bolts

Chokan
03-12-2013, 01:18 PM
This fell to page 3, not acceptable.

talian21
03-15-2013, 11:04 AM
bump, just found this one when I cast shock of blades after flame bolt. If shock landed before the bolt got there, flame bolt simply disappeared; no msg, dmg, nothing. Please take a look when you get a chance, thanks.

diplo
03-15-2013, 11:07 AM
http://www.project1999.org/forums/showthread.php?t=45895

we've been asking for this fix for quite some time and are starting to lose hope...

free bump tho if it'll help the issue :)

Woahnelly
04-08-2013, 08:30 PM
Bump, still ruining my life

Chokan
05-07-2013, 01:59 PM
Bump

Gel Mibson
05-07-2013, 02:39 PM
Bump

People been bumping for about 1.5 years - safe to say, there will be no fix.

Uggme
05-08-2013, 12:52 PM
People been bumping for about 1.5 years - safe to say, there will be no fix.

Well now that's being pessimistic!

Nilbog has already stated it's a known issue and they will fix once they figure it out.

From my recollection it does appear the bolt moves a bit too slow. It could catch up to SoW'd npc's back in the day. Then, when it "lands", there's about a second or so of additional lag time till the nuke actually triggers on the mob. This is more clearly evident if you cast bolt while you stand right next to a mob. The damage should hit instantly but it doesn't. it takes a second or two for the hit to register even when standing right next to your target.

The graphic itself has been noted before as well. it used to look like an actual large bolt of fire, not a glowing pinpoint.

Thanks for keeping up the good fight!

Bamzal Sherbet
05-09-2013, 08:07 PM
They don't land half the time, they take WAY too long, etc.

sounds pretty classic

Razdeline
05-11-2013, 01:05 PM
Mage forums c. Aug/2001

Start Researching:

http://web.archive.org/web/20010806100306/http://forums.castersrealm.com/cgi-bin/eq/ultimatebb.cgi?category=6

Razdeline
05-11-2013, 01:20 PM
This needs to be tested:
http://web.archive.org/web/20010727013934/http://forums.castersrealm.com/cgi-bin/eq/ultimatebb.cgi?ubb=get_topic&f=28&t=000061

posted November 10, 2000 02:06 PM
I think its all in the spot you pick to hunt.
For instance, I have been hunting the solo Treant spawn in west karana for the past 3 levels, starting at 21, almost 24 now.

I create the highest level water pet I can get and send it in, of course after burnout and shielding it. I than burn it with my bolt spell as fast as I can. I usually stand on the hill away from it so that if it wants me it has to first get past my pet then ramble over to me. I can usually have it running away from me before it lays a finger on me. Sometimes though I have to run it back into the pet cause its rooted my pet.

I have killed red treants this way, occasionally I die maybe 1 or 2 times, on a bad night,in 4 hours if I get a lot of resists, im out of mana or get my gate interrupted on me. Best thing is, you can sit your butt down and med and be back to full mana by the time the next one has spawned if you time it right.

Multiple spawns, hmmm, I have not found a good way to handle multiples. Only time I have been successfull was when I killed a gorge hound and a lion patriarch when I was in my teens. But that was luck I think.

Test all hills and judge distance from Treant spawn,

Razdeline
05-11-2013, 02:44 PM
http://web.archive.org/web/20010611132023/http://eq.castersrealm.com/spells/spell.asp?Id=222

WOW! WHAT RANGE! PULL!, By Chaki on xegony server (1/28/2001)

Being an lvl 8 Erudite magician, evenings in Norrath turn into down-time, runs to bank, etc. In the interim, I whack bats and amass stacks to sell to those levitating casters. Makes a little money on the side. Allows evocation skill practice and little risk. (I so hate hunting corpses.) All that aside, I'm amazed that I can sit in front of the West Freport West Gate and target bats, wolves, and pawns and zap 'em from so far away. Still can make finding the MOB corpse a problem. It's almost like RP skeet shooting. Pull! This spell has also bought me time in pulling pumas, snakes (yuck!) and such. I can get a lick or 2 in before my fav pet of the moment (water) engages the critter. As long as I can target it and get good line of sight (usually desert edge in E. Commonlands, np), it's not bad.

Razdeline
05-11-2013, 02:47 PM
http://web.archive.org/web/20010628082531/http://eq.castersrealm.com/spells/spelldescriptions.asp?Id=222&Page=

THIS SPELL WITH EARTH PET =), By Shadowgazer, 7th season, sol ro (1/28/2001)

I was thinking and havn't tried it but if you blast a mob with the spell with its long range and all then use a Earth pet to root the sucker, you can use /pet back off to make your pet get away and you can nuke it with out it giving you a beat down.
______________________
This almost works, but the snake will break the root after a couple of seconds, you are better off leaving your pet to fight the snake (or whatever) and just using what wizards have coined as the "Root Bomb," and just standing back throwing DD spells until you or your pet kill it.
Tirranna Daystar

Razdeline
05-11-2013, 02:51 PM
http://web.archive.org/web/20011223093240/http://eq.castersrealm.com/spells/spell.asp?Id=347

BOLTS ARE EASIER THAN YOU THINK..., By Sergiocqh (1/28/2001)

In my 56 levels playing as a mage I've missed maybe 5 bolts total. Just avoid altitude differential between you and your target, other players and NPCs, and trees(which are actually hard to hit, except the huge trees in the forest zones). If you're grouping, get close to the target so no one will step infront of your bolt. Learn to strafe.
Benefits of bolts are long ranges and tracking. Yes, bolts do track moving targets. Try casting this on a moving target in a flat area and you'll see. Oh, and then there is the time it takes for the bolt to reach the target. In that time you can fire off more bolts or run away. A spell you can actually pull with but not at these levels I'm afraid. The druid spell has a recast delay, this doesn't so we can chain cast these bolts.


This is something I typically did in this era.

Razdeline
05-11-2013, 02:56 PM
http://web.archive.org/web/20010628075407/http://eq.castersrealm.com/spells/spelldescriptions.asp?Id=279&Page=2

WOW!, By Saedin 12th lvl (1/28/2001)

Im only a lvl 12, but I still think this spell is one if the best! The bolt spell I have has a long range and pretty good dmg, but this! WOW! I cant wait till lvl 49, Awsome spells, HUGE pets, MAGICIANS SHALL RULE EQ!

Razdeline
05-11-2013, 03:01 PM
http://web.archive.org/web/20020305003056/http://eq.castersrealm.com/spells/spell.asp?Id=265
Mechanics:
USING BOLTS IN GROUPS, By Satori on bertoxxulous (1/28/2001)

Many mages that I know won't use bolts in groups because of the long cast time. By the time it is ready to go off, one of the meleers will invariably have slid into your LoS, and you end up wasting the mana. I find that if you get a slight bit of elevation on the rest of the group, this is not a problem at all. Just standing on a rock or box, or whatever is handy, generally does the trick for me. The bolt will fly over your team- mates and arc down for the mob. Cheers, Satori Apocrypha

Razdeline
05-11-2013, 03:07 PM
http://web.archive.org/web/20010611111244/http://eq.castersrealm.com/spells/spell.asp?Id=243

USE IT FOR PULLING, By Pewee (1/28/2001)

the range is incredible, giving me a good heaad start to run to where I want to fight.
___________
Once I got malise(ment now) I always pull with that, range isn't great, but it's nice to have a pre gimped mob when you get back to your pet or group.
Tirranna Daystar
GREAT SPELL, By Eari silverlight - karana (1/28/2001)

Finally we get some good offensive spells. This spell is great but like the other person already said, be careful! I wacked a guard by accident too and didnt last very long. Try not to use this spell if you are soloing as your pet may get in the way of the LOS and block the blast. It's a mana expensive miss! But great spell when in a group and they leave a little path for this nice present for the baddies =) Eari Silverlight Karana Server Magicianne, Sisterhood Guild
BE *VERY* CAREFUL WITH THIS ONE, By Haxtonia firewater (mith marr) (1/28/2001)

I love this spell, but you must be very very careful when fighting in close quarters with it. I was in High Keep fighting goblins with a group and someone trained the guards down. Those stupid guards stay around for a while, so I was careful to be well out of the way of the meandering remaining guard - 4 to 5 game feet. I cast my bolt and wammo! -- the guard caught the spell and killed me before I could yell help. LOS (Line of Sight) is both buggy and plagued by server lag issues -- be sure you have a totally clear LOS before firing - at best you will lose 105 mana, at worst you will die a horrible death. If in doubt, revert to shock of flame - I always have both memmed.

Razdeline
05-11-2013, 03:10 PM
http://web.archive.org/web/20010418043908/http://eq.castersrealm.com/spells/spell.asp?Id=541

BURNT TO THE GROUND, By Uzderyn of veeshan (1/28/2001)

I LOVE this spell!! At level 8, if cast at maximum range on a blue, the mob cant even get to you before it dies. Even better...it dies in a fiery explosion at your feet. Truly a beautiful thing. Plus it's a huge rush trying to get a spell off as the mob charges you through the bolts of fire. That's what this class is all about: Burning stuff to the ground and making it look easy. And not getting dirty, of course. I love my job. Who needs another hole or bloodstain on their robe anyway? If it's a white, pull with it, root, repeat or shoot some ice at it. Happy Burning!

Razdeline
05-11-2013, 03:17 PM
http://web.archive.org/web/20010418042008/http://eq.castersrealm.com/spells/spell.asp?Id=552
Can use the link above to look at the spell's stats (cast time/recast etc.), and the quotes below. Math can be done to determine the range of bolts.

THE SAFEST WAY TO BURN - A GREAT SPELL, By Upyer of qellious (1/28/2001)

Use this as you opener at maximum distance and you might even have time to get two in before your root. The bolt spell has a longer range than most attack spells. If you open at maximum distance and retreat as soon as it goes off, then hit again (optional), then root - retreating to maximum range all the time as soon as your spell goes off and rerooting when necessary. Do a twist before any recast (left or right a small bit) to stop the movement and keep down interruptions. With SOW it works a treat. A big range and a top spell!
GREAT RANGE, By Kysos (1/28/2001)

This spell has increadable range, cast this as your draw spell far from the monster and you can easily get another spell off before the monster gets to you. This has a much farther range than the shock line of spells, and by hitting them with this and a shock spell they will be over half dead by the time they come to melee you.


I am starting to use some of the Wizard bolts for this reference. Bolt spells are also a problem for Wizards on P99. They both have the same mechanics.

Razdeline
05-11-2013, 03:20 PM
http://web.archive.org/web/20010418042008/http://eq.castersrealm.com/spells/spell.asp?Id=552

SPELL EFFICIENCY, By Eerar (1/28/2001)

I compared the damage done by the major DD spells available to the Wizard up to level 16 (me). Frost, lightning bolt, fireball, etc ... they're all good for just about 1.35 DAM per unit of mana. They're all equally efficient. Firestorm is WAY more efficient than any of the DD spells (1.35 TIMES the number of mobs), but you might as well wear a thong bikini in Folsom Prison - you'll be at the top of EVERY mob's dance card.
The best way to deal with the problem of choosing the right spells for a hunting expedition is to keep a selection of low/med/high dam spells in the magazine. Drop the big bombs from a distance (you should be able to get 2 off before the mob is in melee range), use the middles between melee attacks (they're faster), and use the the little DD's to finish off (so you don't waste mana in an overkill). I use this strategy whenever I solo and it works well, as long as I'm not out of my league with the mobs I choose. That way you can have 3 DD, root, shadow, gate, inviz, and bind sight all loaded and be able to handle most any situation.

After a while you'll learn that certain mobs take a particular sequence of spells to drop, so you can drop them with 7 guaranteed no-fizzle, no-interrupt spells (if you don't mind taking a bit more melee damage), or you can hurry up and do 3 big bombs, if you don't mind risking a few fizzles/interrupts.

Razdeline
05-12-2013, 12:58 PM
I think a Bolt would need to be coded with a logic similar to mob chasing after you? There is some sort of Algorithm used here, does it still exist?

Splorf22
05-12-2013, 01:59 PM
I've been using scars of sigil / burnt wood staff decently on my new mage.

1. by FAR the biggest problem with bolts is that if you cast any spell (even something like jboots) while the bolt is in the air the bolt will vanish. extremely annoying and as your posts show not classic at all. Low level mages (and wizards!) should be able to have 2-3 bolts in the air and borderline blow something up before it gets to them.

2. Bolts travel REALLY slowly. I would say probably normal runspeed. This causes some weird shit to happen: when I am finishing undead mobs in KC they will actually get another melee round in during the time it takes for the bolt to travel the 0.1 or whatever distance between us. In fact because of the large hitboxes on 1999 a mob running at you can actually hit you before the bolt reaches them even if you get the cast off first.

3. Bolts don't seem to be blocked by players. I seem to remember this would happen on live.

Overall I would say this is a super low priority issue especially since our main coder Kanras seems to come in every 4 months, fix a few things, and leave. I would suggest just changing the magician bolts to work like the wizard bolts with instant hits.

Chokan
05-14-2013, 09:59 AM
Bump, some good evidence here ITT

Chokan
05-30-2013, 11:55 AM
Bump

Uggme
05-30-2013, 01:17 PM
Not sure if anyone else saw this, but here's a post from Aeolwind about mage bolts. it was made last week.

Bolts not working correctly is an issue within the source. It has been looked at several times and, yeah, that one ain't easy. IIRC, they treated it like spawning an NPC, and since the spell graphics aren't completely classic they aren't tying together correctly or bacon or something

Which means the staff has looked at it and can't quite figure out how to mesh the graphic for the bolt with the actual and true mechanics of the spell, or so I gather from this message. Perhaps we can assist by doing some research on our own end? I don't know.

TarukShmaruk
06-03-2013, 04:52 PM
Not a mage but huge bump. It breaks my classic immersion :(

Also I got a crisp $50 for whoever fixes it!

Chokan
06-17-2013, 09:39 AM
Bump

diplo
07-31-2013, 09:48 AM
bumping an old but relevant thread.

Update: the bug is actually worse than what I initially thought: any new spell cast will "cancel" the bolt.

I have a screenshot somewhere of me running a bolt in circles, as a 53 bard with Selo drums. So the correct speed should be slightly below whatever that comes out to be.

It currently looks like a flying glowing black stone, pulsating red. We know this isn't right. It's the closest we could get until the flare graphic is corrected. So this is known.

How about the speed of the bolt? Here are some classic pics.

http://i51.tinypic.com/243hx7q.jpghttp://i52.tinypic.com/200urzs.jpg

How fast are the bolts? Should take a bard to outrun. IIRC, just having a sow, the bolt will catch you eventually.

Chokan
10-09-2013, 05:59 PM
Bump

Retti_
10-09-2013, 06:36 PM
Posting this OP and link to the thread for Alecta (not sure if this falls into your jurisdiction or if you read the other bug threads). Relevent for PvP especially with talks and changes to line of sight.

1. All bolt spells are too slow. They can't keep up with a mob walking away. They need to be sped up 3x or 4x faster. I remember it being slightly faster than a sow'd player.

2. If you cast ANY spell while a bolt is in air, it will never hit it's target and still uses your mana. On live you used to be able to cast a couple bolts in succession, while pulling, and you'd land the second shortly after the first one. Here you just can't cast anything until the first one lands... and since theyre so slow, you sit there waiting for a long time.

3. If another mob paths in the way of a bolt, it should take the hit. Here that doesn't happen. On the other side of the coin, the bolt can "miss" if say a player (not in duel, as they should take dmg if they're pvp flagged) or pet walked infront of it.

http://www.project1999.org/forums/showthread.php?t=45895

Retti_
10-10-2013, 07:19 PM
Mage bolts (move too slowly, poof if another spell is cast, no collision)

Its in the queu all u mages show love to Alecta

http://www.project1999.org/forums/showthread.php?t=124319

botrainer
10-11-2013, 04:44 PM
Yes Bolts failing to make the target before casting another spell is NOT CLASSIC. if it was casted it was landed in terms of nuking. Its something id hope after seeing 3 more mage nerfs come into effect atlease the bolt would get correct...Thus to this point it has failed to be even considered.

I thought Mages were a DPS Class? Why are mages pets doing less dps then level 5 pallys as a level 50 pet?

nilbog
01-20-2014, 04:07 PM
Reopened this thread as it was older than 3 months. On that note, gonna try and open all the bugs threads back up simultaneously..

Anyways,

After the work that was done 2 patches ago, what are now the top oustanding issues with bolts? Here is what Alecta has on list:

Mage bolts
-move too slowly
-poof if another spell is cast
-no collision

uygi
01-20-2014, 04:19 PM
After the work that was done 2 patches ago, what are now the top oustanding issues with bolts?

Wizard bolts should have the same functionality as mage bolts, but do not. I put research for that in this thread (http://www.project1999.com/forums/showthread.php?t=73939), specifically in posts 3, 5 and 6.

Haynar
01-20-2014, 05:59 PM
Bolts need rewritten.

Its on my list. Probably take a bit of work to do.

H

uygi
01-20-2014, 06:17 PM
Bolts need rewritten.

Its on my list. Probably take a bit of work to do.

H

You have no idea how much <3 you will get from the SKs if wizard bolts are worked into the fix! /fingerscrossed

Nirgon
01-20-2014, 07:46 PM
Maybe Telin can do the bolt particle effect

Telin
01-21-2014, 11:22 AM
Maybe Telin can do the bolt particle effect

I think they have to use an object instead of a sprite. I haven't seen the bolt on p99 yet, but I have a theory that they can use an object with a particle effect on it. With a small object, I could increase the size of the particle to its appropriate size using the classic rotating fire particle.

nilbog
01-21-2014, 12:52 PM
I think they have to use an object instead of a sprite. I haven't seen the bolt on p99 yet, but I have a theory that they can use an object with a particle effect on it. With a small object, I could increase the size of the particle to its appropriate size using the classic rotating fire particle.

Telin, get with me on IRC if you need more details. Currently we use the gbs model as it can be placed globally :
i.e.
IT1_ACTORDEF=Long Sword
IT5_ACTORDEF=Throwing Knife
IT8_ACTORDEF=Basic Staff
IT10_ACTORDEF=Arrow
IT14_ACTORDEF=Basic Hammer
IT16_ACTORDEF=Basic Spear
IT27_ACTORDEF=Book
IT35_ACTORDEF=Mod Rod
IT62_ACTORDEF=Flaming Sword
IT63_ACTORDEF=Small Bag
IT64_ACTORDEF=Large Bag
IT65_ACTORDEF=Scroll
IT66_ACTORDEF=Forge
IT67_ACTORDEF=Voodoo Doll
IT68_ACTORDEF=Glowing Black Stone
IT69_ACTORDEF=Oven
IT70_ACTORDEF=Brew Barrel
IT73_ACTORDEF=Kiln
IT74_ACTORDEF=Pottery Wheel
IT78_ACTORDEF=Campfire (Oven)
IT128_ACTORDEF=Loom
IT177_ACTORDEF=Shattering Hammer
IT203_ACTORDEF=Round Shield
IT210_ACTORDEF=Shimmering Orb
IT400_ACTORDEF=Globe of Slush Water
IT401_ACTORDEF=Red Mushroom
IT402_ACTORDEF=Blue Mushroom
IT403_ACTORDEF=Yew Leaf
IT10511_ACTORDEF=A Soulstone Shard
IT10512_ACTORDEF=Orb of Exploration
IT10630_ACTORDEF=Fish Sword
IT10661_ACTORDEF=Blade of Walnan
IT10714_ACTORDEF=Augmentation Sealer
IT10725_ACTORDEF=Shuriken If that could somehow have the flare on top of it, would be cool lol.

Mac Dretti
01-21-2014, 02:26 PM
Reopened this thread as it was older than 3 months. On that note, gonna try and open all the bugs threads back up simultaneously..

Anyways,

After the work that was done 2 patches ago, what are now the top oustanding issues with bolts? Here is what Alecta has on list:

Mage bolts
-move too slowly
-poof if another spell is cast
-no collision

Thanks King nilbog

If it's a lot of work and devs decide to break it down I think the "poof if another spell is cast" should be top priority IMO.

Chokan
04-22-2014, 01:09 PM
Agree with Mac

Haynar
04-22-2014, 01:34 PM
Thanks King nilbog

If it's a lot of work and devs decide to break it down I think the "poof if another spell is cast" should be top priority IMO.

Already removed on beta.

Since didnt do collision yet, set to do los at begin and end of cast. Increased speed some too.

H

Telin
04-22-2014, 01:46 PM
If anyone knows a program that can safely edit images in the .eqg files please let me know. This will help fix the visual effect of the bolt.