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-   -   Spells: Torpor Mana Expenditure (/forums/showthread.php?t=142396)

Daldaen 03-07-2014 11:30 PM

Torpor Mana Expenditure
 
http://web.archive.org/web/200301100...e=Torpor&type=

Quote:

Last in the regeneration line. This spell will regen 1200 hitpoints in 24 seconds, but it roots you in place, lowers your mana, and slows your attack for the duration.
Quote:

Effects:
Increased Regen Rate
Reduce Mana
Reduce Attack Speed
Root
Quote:

As to the mana loss, I am not sure. I have heard that it takes 200 mana, so that casting it on yourself is about 375 mana. However considering that you can get 1200 hp with the spell, and can canna down at about a 50% ratio, at the absolute worst, you get 600 mana back with cannabalize. And I am not sure the mana cost is that high, so you may get 600 mana back with a 175, not 375 mana cost.
This indicates Torpor itself had a special mana penalty, akin to Succor line of spells, that is an aside from the Mana Cost of the spell.

So Torpor should cost 200 mana (which is subject to Specialization Mana Preservation) and then remove an additional 200 mana from your mana pool.

Danth 03-07-2014 11:53 PM

I posted research a couple years ago on this subject. The general consensus was that the mana tap component was at most a brief experiment on the test server that never went live.

Danth

Daldaen 08-03-2014 11:41 AM

Quote:

Originally Posted by Danth (Post 1355589)
I posted research a couple years ago on this subject. The general consensus was that the mana tap component was at most a brief experiment on the test server that never went live.

Danth

I know this is late but I was curious about this. I find it peculiar that this was a 'test server experiment' when there are a few mentions to it across both of the big spell data sites of the day:

Caster's Realm 2001

Quote:

Actual Effects: Target: Regenerate Health (1200)
Target: Slow Attack Rate (30%)
Target: Snare
Target: Reduce Mana (50)
Quote:

DARN MANA CHANGES, By Zagukahnn (1/28/2001)

With the new mana changes this spell is now a melee only spell and maybe warrior only at that. This spell has now been removed as a solo heal spell since with the 400 mana cost to a self cast its only slightly better than SH. Anyways a great spell for use on the warrior or OOM hybrid. Zag
Looks to me like Torpor is a 300HP HoT with a 50 mana drain (total of 200 mana drain) when added up over all the ticks. Which is what both this and the evelore posts say. Which makes sense.

khanable 08-04-2014 07:57 PM

https://groups.google.com/d/topic/al...qYI/discussion -> expand topic and start at the top

may 2000

Quote:

Torpor is nice at 60, but only useful on warriors/monks/rogues...the -200
mana it sticks on the target makes it worthless for anyone else.
Quote:

Torpor now sucks *400* mana from the target. It can't be used in combat on
tanks (Tagar effect) and will over-write anyone's SoW (as it Roots the
target). It is a pet heal and worthless for any other use.
Quote:

Torpor used to be a really cool, interesting, tactical spell, now
it's shit. Don't forget that it overwrites SoW and all haste buffs
too.
Quote:

>> Torpor is nice at 60, but only useful on
>> warriors/monks/rogues...the -200 mana it sticks on the target
>> makes it worthless for anyone else.
>
>Torpor now sucks *400* mana from the target.
No it doesn't. No possible interpretation of the spell gives 400
mana. Torpor either:

a) Takes 50 mana directly from the target.
or
b) Takes 50 mana per tick for four ticks from the target for a total
of 200 mana.

It's either A or B. If it's A (which I very much doubt) Torpor is
actually a pretty good spell. Not great, not what a level 60 spell
SHOULD be, but a pretty good spell.

But we both know it's gonna be B, now don't we?

>It can't be used in
>combat on tanks (Tagar effect) and will over-write anyone's SoW
>(as it Roots the target). It is a pet heal and worthless for any
>other use.
It's not supposed to be used in combat; that's the entire point of
the spell... and I'm cool with that. But the increased mana cost and
the 200 mana drain from target make it marginal for DOWNTIME
healing-- and that I'm NOT cool with.
https://groups.google.com/forum/#!se...c/poGHwn-mvwQJ

june/july 2000

Quote:

I'm not sure how useful Torpor will be...the rooting portion makes it very marginal
I think--mobs have a tendency to move around depending on last pissed
it off most. I certainly do not see this being cast on a caster of any sort.
Quote:

Torpor is the single best downtime reducer for melee classes bar none.
It's incredibly fast and efficient.

Locust 08-04-2014 08:07 PM

RIP shamans

http://www.tski.co.jp/baldio/patch/20010221a.html

FEBRUARY 21, 2001

"Created a new spell effect for Celestial Healing, Celestial Elixir, and Torpor. This will allow them to stack with all other spells, save spells of the same type (Heal over time). Prior to this, all heal-over-time spells followed the same rules as regeneration spells."

does this mean torpor (and CE) should over-write regeneration spells too?

Potus 08-04-2014 08:49 PM

Quote:

Originally Posted by Daldaen (Post 1561896)
I know this is late but I was curious about this. I find it peculiar that this was a 'test server experiment' when there are a few mentions to it across both of the big spell data sites of the day:

Caster's Realm 2001





Looks to me like Torpor is a 300HP HoT with a 50 mana drain (total of 200 mana drain) when added up over all the ticks. Which is what both this and the evelore posts say. Which makes sense.

That link makes it sound like it only reduces mana by 50. It lists heal as 1200, not per tick.

Daldaen 08-04-2014 08:58 PM

Aye I agree, I read it that way first too... but coupled with the comments about 375 or 400 mana cost (400-200=200...200/4ticks=50) lead me to believe its per tick drain. Makes the most sense that way.

Daldaen 08-05-2014 08:36 AM

PS Thanks Cucumbers for keeping it classic and posting up your evidence.

The facts currently are that it sucked mana back in May 2000 (mid-Kunark) and Jan 2001 (early-Velious). The mana sucked seems to all point towards 50/tick leading to 200 total for the player it's cast on. When cast on a melee it is the same as it is currently.

The main thing that I'd like to figure out now is when the mana drain was removed from the spell. I'd guess mid-late Velious or early Luclin. I shall investigate further on this end. But as it stands, until Velious is released this should be draining 50 mana a tick on whoever it's cast on.

SyanideGas 08-05-2014 10:51 PM

Quote:

Originally Posted by Daldaen (Post 1564238)
PS Thanks Cucumbers for keeping it classic and posting up your evidence.

The facts currently are that it sucked mana back in May 2000 (mid-Kunark) and Jan 2001 (early-Velious). The mana sucked seems to all point towards 50/tick leading to 200 total for the player it's cast on. When cast on a melee it is the same as it is currently.

The main thing that I'd like to figure out now is when the mana drain was removed from the spell. I'd guess mid-late Velious or early Luclin. I shall investigate further on this end. But as it stands, until Velious is released this should be draining 50 mana a tick on whoever it's cast on.

Velious right around the corner, not worth the nerf imo.

Don't hurt the love for my favorite character plz

pasi 08-05-2014 11:10 PM

Daldaen and Cucumbers doing work.


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