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#1
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![]() The dispel mechanics thread:
History At one point in the time line, you could dispel NPCs and they would not even react, this no longer fits here: cannot find missing patch note! What I did find is the comment from 1999 here: Quote:
Aha!!! Here is around when the patch is!! http://web.archive.org/web/200107140...el+Magic&type= Quote:
http://web.archive.org/web/200107140...el+Magic&type= Quote:
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It does indeed follow top to bottom for effects! http://web.archive.org/web/200107140...el+Magic&type= The "it removed a few random ones" misconception noted here: http://web.archive.org/web/200107140...fy+Magic&type= "This guy also notes that for 'some reason' it seems to dispel randoms" : http://web.archive.org/web/200107140...el+Magic&type= Quote:
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See in here also though, a player tries cancel magic. It is strong enough to remove SoW but not malise!. Another example also of removing as many as 3 with a nullify! http://web.archive.org/web/200107112...ul+Magic&type= Quote:
http://web.archive.org/web/200107140...fy+Magic&type= Quote:
Great reinforcement and even proves it worked this way in pvp: http://web.archive.org/web/200107140...el+Magic&type= Quote:
More evidence of 3 removed! Quote:
Okay now for annul... Under cleric: http://web.archive.org/web/200107112...ul+Magic&type= Quote:
Synopsis: Cancel magic and nullify magic work very much like the cure disease line. You should be able to remove from the top down and each dispel has a set number of counters it removes. HOWEVER! It will only remove an effect if it meets the correct "strength check" to remove a magic counter. For instance, no matter how many times you cast cancel magic, you should not be able to dispel Winged Death. Nullify magic even removes enough counters that it can kill as many as 3 lesser buffs/debuffs, I recall this. Annul magic: again, always removes 2 and only 2 except for elemental. What I need to find to nail this one down I appear to have the evidence nailed down for the necro heat line not being able to be removed by cancel magic as indicated by the above player's testing. I do know I could remove pyrocour and winged death in Velious from me, or even Vexing Mord + Pyrocour with a single annul. What I need, I guess, is in plain english of Annul Magic stating always removes 2 and only 2 no matter what A real pickle now is that he notes it removes dooming darkness (level 29 necro) but cannot remove maliase which is obtainable as early as 19 by shaman or 29 by necro. I do recall being able to remove malise line, even malo/mala with an annul. I remember being lvl 24 and feeling inferior to the 24 mage because their 24 spell at that time did similar damage, had spell push AND they had a pet and debuff. A debuff I remember that I couldn't remove even when trying to spam cancel magic. Even tougher, how can we determine how many counters one removes, how many counters each positive or negative has and even still... which dispel is strong enough to effect each line / level of each spell. IE: I can remove stinging swarm with cancel magic, but not drifting/winged death as many times as I try. Or: nullify magic removes a drifting death + snare but not a winged death + snare (recalled also from memory). Help me fill in the gaps or direct any angst/grammar to RNF. | |||||||||||||
#2
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![]() I wanted to make the above thread based only on my memory of how this worked, and then to generate discussion from there. I realized that can't happen here without some major attacks on my credibility. I've carried quite a load here compiling all this and this is definitely not a bogus "granddad remembers" thread as I've been accused of making before. If you want a more classic server, I'm worth listening to [You must be logged in to view images. Log in or Register.]!
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#3
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![]() One current issue: you can remove many "uber level" buffs like shield of the magi on both red and blue with a single cast of cancel magic. It, in effect, incorrectly has the "strength" of annul but removes less counters. This is very wrong and definitely not the case on live! It could also remove the necro heat line last I tried.
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#4
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![]() Found by Bamzal, more good infos:
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#5
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![]() Solid work.
Although, I think this falls into the category of classic things that they want to keep non-classic for gameplay's sake. See: pet aggro, mob spellbooks, etc. | ||
#6
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![]() How much of a rewrite does this require to get cancel magic to be unable to dispel high level buffs/dota in a single cast? That would just be a good start imo.
Annul should always take 2. Nullify should be able to take 2 in most cases but not always. I haven't researched the enchanter line but cancel/nullify should work more like removing disease/poison counters. However, I believe it was the case that no matter how many times you casted cancel magic you couldn't remove winged death from yourself so I feel that it was just a bit different than simply making it counter based like poison/disease. | ||
#7
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![]() Need someone who played enchanter on live to fill in some pieces on how their lines should work that way I have something to go on to find proofs for claims.
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#8
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![]() good thread.
it would be good to understand how dispel counters really worked. I will try to explain the best way I can remember, and also using things we know now like charge count, etc. So for example, Nullify Magic has the following description: 1 Cancel Magic(4) 2 Cancel Magic(4) This seems to be telling us that Nullify Magic delivers two charges of "Cancel Magic" each with a 4x counter. Now how would that apply to a buff stack... My impression is that it will use the first charge of Cancel Magic (with 4 counters) and target the top slot. Now if the top-slot is weak (aka 4 counters or less required to dispel), then it will be dispelled and then the process will be repeated with the second charge of Cancel Magic (with 4 counters) onto the second buffslot. But, if it's a stronger debuff in your top-slot, requiring more than 4 counters, the first Cancel Magic removes 4 counters, and this is where it gets a bit grey. it seems that the second charge of Cancel Magic always attempts to move down and target the next buffslot, even if the first charge of Cancel Magic wasn't enough to remove the top-slot. I believe that is where a lot of discrepancies come in, regarding non-top slots being removed before the top-slot. Now lets say you cast Nullify again, the first charge will attempt to remove the top-slot again (remove another 4 counters) and hopefully actually dispel it this time, and the second charge of Cancel Magic will continue targeting to the next available buffslot. | ||
Last edited by Bamz4l; 05-27-2014 at 12:45 PM..
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#9
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![]() actually I see that you have a better theory going in your original post than mine, so please disregard ^
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#10
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![]() Did some chantering on SZ. The dispell line was never resisted. It was a common occurrence to catch someone running by. Hit them with a rapture, tash them, then start using strip/pillage/recant until it hit the rapture which meant you generally were successful in nuking the majority of their buffs.
The spell line worked just like cure disease or poison. You'd get hit by ebolt and the spell would have X poison counters on it. Cure poison takes off 1 counter at a time, antidote took off 4 counters (or whatever). The same thing would go along with something like winged death, it's a magic dot along with 6 magic dot counters and you'd need to cast cancel 6 times, or nullify 3 times, or annul twice, etc etc
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