Thread: Game Mechanics: melee swing timers after casting
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Old 09-05-2014, 01:36 AM
kaev kaev is offline
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Join Date: Sep 2011
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Quote:
Originally Posted by Kender [You must be logged in to view images. Log in or Register.]
evidence?
LOL, nope, not gonna bite on that, you'll not turn me into one or your :classic: crusaders. I'll refer you to the thread on caster specialization for the pitfalls of literally believing descriptions of anything from Verant/SOE regarding game mechanics (the original skill could've been a description that was never updated to reflect actual implementation, with the specialization AA they added they quite plainly deliberately lied about the mechanic in the in-game text description of that AA.) Pretty sure Verant had a conscious policy of not merely obfuscating but actually lying about mechanics to create/preserve a "mystique" surrounding gameplay.

Also, my old live logs from which I sussed out the melee/casting interaction and a few other things died with the harddrive on that system over 10 years ago.

Newsgroup archives might exist: alt.games.everquest, but there'll be a lot of chaff there along with the few grains of good stuff (signal-to-noise similar to this forum, i.e. pretty awful.)


P.S. Are you the same guy who made a one-word post demanding "evidence" when I pointed out that Fletching should use Dex if higher than Int/Wis a couple years back? That is still pretty mind-boggling to me as it was a well-known post on EQ Traders Corner about comments made by a dev. This community has some pretty amazing blindspots in its :classic: worship.
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