View Single Post
  #2  
Old 10-08-2020, 01:41 PM
Vivitron Vivitron is offline
Sarnak


Join Date: Apr 2020
Posts: 468
Default

Quote:
Originally Posted by GrimSloth [You must be logged in to view images. Log in or Register.]
Question [1]

What's up with regeneration in this game?[/B][/CENTER]

Something which has bothered me since day 1, was how awkward regeneration is(both HP and MP). For some reason it spikes up and down. Sometimes less often, sometimes quite often.

Initially I thought it was zone modifiers. Then I thought there was a hidden bleed/hurt mechanic. Then maybe the hunger mechanic, but I'm always packing food and water and it gets automatically consumed from what I've experienced so far, so it can't be that too.
Nothing hidden like zone modifiers, just the buffs/race/level/meditation skill stuff that you would expect. If you watch close you can see some small nonsense bounces in hp and mana because of client/server mismatch and syncing.

Quote:
Question [3]

Lull line of spells

Ok, this one is pretty dumb, but I'd like to be certain about it. I saw a lot of Enchanters on youtube still rocking the starting level Lull spell. Likewise, I'm sticking just to it and haven't picked up its follow up upgrade. The question is, what's the difference between the different lines of Lull like spells(apart from duration). Is it hit chance?
They have the same hit chance. Unless the newer version of a spell has a different resist modifier (which should be reflected in the wiki), all the spells from the same line should resist the same.

In addition to duration the higher spells reduce the aggro range more, cost more mana, and have a longer cast and recast. To save mana you use the lowest one that has the necessary effect. For example you might pacify a wanderer that you expect to wander back into the area where you fight but lull the rest of the mobs you are splitting. If the mobs you are splitting are close to each other you might have to use calm instead of lull.

N.B. High charisma reduces crit lull failures (aggro from a failed lull-line spell) a ton.