Thread: Game Mechanics: Slam\Bash
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Old 11-19-2014, 01:15 PM
Burgerking Burgerking is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
Bash/slam already stuns for 2 seconds when it lands.

AC has no bearing on hit chance. Your slam misses more often than a warrior/hybrid's because shaman bash skill is capped low and can't be raised.
Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
Bash/slam already stuns for 2 seconds when it lands.

AC has no bearing on hit chance. Your slam misses more often than a warrior/hybrid's because shaman bash skill is capped low and can't be raised.
I know what slam is thank you. But if you're saying here that Ac is having no bearing on hit or miss value than that's a huge problem because it did on live. Someone's hit chances should not be determined solely by the players offense and weapon skill, it also factored in the opposing player's defense aka AC.

What you are saying is that players chance to hit would be the same vs a cloth class as it was vs high armor class and that's absolutely wrong.

Slam did rely on offense on live and landed a lot better with str buffs than it did without. It also landed much better on cloth classes then it did on high defense/ac classes. It never landed as well as bash obviously because it couldn't be skilled but was still quite reliable vs low AC classes.

Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
I should've clarified by saying that when a bash that stuns lands, it's for 2 seconds.

On Live, not all bashes stunned, although those that didn't still had a flat chance to interrupt casting:
Above excerpted from here and also posted in this bug thread on channeling.

This behavior seems to already be in place for both PvE and PvP on this server.

If this is happening it's probably wrong. Stuns from spell effects differ from melee special attack stuns and should always interrupt casting.
That's a completely separate issue, melee stun and caster stun both interrupted casting 100% of the time if a stun landed. The problem here is that if the spell casting is longer than the stun duration the spell can still Regain after the stun wear offs. That thread is addressing melee pushback which is also wrong here.
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