![]() |
#1
|
|||
|
![]() all i can say is 66% damage to mob that is running is just wrong
| ||
|
#2
|
||||
|
![]() Classic Eq patches and
Quote:
| |||
|
#4
|
|||
|
![]() | ||
|
#5
|
|||
|
![]() If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
Now, take into account mobs are taking that damage when feared. Classic? CLARIFY - The mob is feared and moving (running away) so it is taking less damage. | ||
|
#6
|
|||
|
![]() a failed nerf in live shouldnt be applied to here
| ||
|
#7
|
|||
|
![]() DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.
Will someone translate to that English.. And I'd like to see someone post when Sony RE-Patches this back to where it was originally. Cause I guarantee this complicated mess that your trying to put into the Game is just plain stupid. | ||
|
#8
|
|||
|
![]() Perhaps between 7/15 and 7/26/2002:
druid grove link "The DoT penalty vs. free-running mobs is gone." | ||
|
![]() |
Thread Tools | |
Display Modes | |
|
|