In it's current state, the server does not have any check for player position in or out of water when a hostile spell is cast in PvP.
In the screenshot below, you can see a player standing on the beach successfully land a spell on a player who is underwater.
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This is incorrect to the classic mechanic, and voids significant strategy that was used during PvP in areas with water
The spell damage in the picture above should not have hit; instead, the player underwater should have been protected and received the same message as though he was out of pvp-level range of the other player.
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If you're underwater, you can only be casted on by other players underwater, and vice versa. Many people use water as a way to escape spells. So when someone casts on you, you get the "soandso tries to cast a spell on you, but you're protected" message. If you have levitate on, you can run above/below water freely. Great to have for ocean battles!
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Source:
http://www.notacult.com/guide_trollshaman.html
This game mechanic existed on Classic EQ until a patch on August 11, 2004 when it was changed:
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* Water will no longer cause you to be immune to people outside of water and vice versa.
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Source:
http://www.thesafehouse.org/forums/s...ad.php?t=12752
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Mesochrist - Azrael PVP