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#11
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![]() Uthgaard no offense but you're missing the point a bit.
Yes, the spell is implemented the same here as it was on live. This is not the problem. The problem is with how P99 handles mob movement. The % snare on Clinging Darkness is surely the same as live, the problem is that mobs have naturally faster run speed on P99 than live. So say on live a mob run speed was 1.0 and here it's 1.25 (arbitrary numbers). After Clinging Darkness (30% snare) on live a mob would be running at 0.7 while on P99 a mob would be running at 0.875. The result of this is the following: The Regent Symbol of Innoruuk was a highly valued item on live and one of the main reasons that people made Troll Shaman. As soon as a mob went to run, the mob would stop dead in its tracks without running off and aggroing anything. This item does not function this way here on P99, and mobs will still continue to move while fleeing from low health. Yes, there are better spells in this line... however Clinging Darkness is the spell available on the Regent Symbol of Innoruuk, and thus the topic of this post. It does not function identically as it did on live, hence the bug report.
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I am Reiker.
![]() lol wut | ||
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#12
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![]() The bug isn't with the item or the spell. The bug is with mob movement speed, a known issue across all of eqemu. Regardless, this spell never did and never will slow mobs to a halt the moment they start running, even if mob movement speed was the 0.05% slower that it would be if it were fixed.
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#13
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![]() Necros would use engulfing on live, even at 60, because it stopped mobs dead in their tracks.
clinging was never good enough to do this. | ||
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#14
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![]() Quote:
I am not trying to be difficult so please don't ban/suspend me. I will locate the proof when I get off work tonight. Sure, an SK or Necro may never have noticed because when they got the upgraded spell they never used the lower level spell. At lower levels and I assume lower %'d of snare mobs would move slowly. When at higher levels and I assume the cap of 30% snare mobs were halted. I agree the bug is with mob movement not the spell but I was hoping for a fix since the spell is not functioning as it did on live due to another bug that seems to be very difficult to correct. It would be great if we could just up the snare %'d beyond what it should be so the spell functions as it should. I will find you the proof that mobs were halted with this spell. Asher | |||
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#15
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![]() Quote:
Asher | |||
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#16
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![]() Went to the wayback machine for this one.....
link - http://web.archive.org/web/200012130...uide_Necro.htm Quote Engulfing Darkness: An excellent upgrade to your Clinging Darkness spell. Same slowing effect as Clinging Darkness, but the damage-over-time aspect is considerably improved. It does about 100pts of damage over a 50-60 second span of time. At 12th level its expensive and you'll want to keep Clinging Darkness memorized for those times when all you want is a snare effect to prevent monsters from running. It cost 60 mana to cast (as opposed to 20 for Clinging). And a timestamp of Last Updated 08/20/99 for great measure! I know its not fact because its just written by someone in 99 when alot of mechanics were mysteries, but I feel this is a very solid quote from the #1 necro guide on Alla's at the time. I also understand that the game mechanics on mobspeed are different, but I believe that because that this is a fundamental game mechanic to do with a specific item then maybe this one darkness line should be adjusted, and maybe all the others re evaluated to see if they need adjusted too. But as far as Clinging darkness making the mob stop I believe this is concrete evidence that it does in fact make the mob stop at low HP. | ||
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#17
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![]() Quote:
What Asher is saying is the snare effect on clinging darkness sucks...it's nothing something you can actually kite something with...but once the mob gets to running health (10-20% usually) the clinging darkness acts the same as snare in the fact that the mob just turns your back to you and halts completely (as long as clinging darkness remains on the target). This is why the necklace was very useful and is actually why several people, including myself, chose a troll shaman over an ogre shaman. From Alla's: "Keep in mind it lasts for 8 ticks so keep root loaded as a back up obviously and it snares at 10%..." "PPS: this item rocks btw if you have nobody in the group with a better snare, and great for soloing when you don't want to waste mana and need to keep a wounded mob from running away. not to mention the nice little wis buff it has [You must be logged in to view images. Log in or Register.]" From EQClassic.org: "I can't speak from experience but it seems like a mana-free disease based 10% snare would be nice while root-rotting mobs. Sure it probably is resisted more being the lowest darkness spell, but do our disease debuffs not counteract that?" "Many soloing shaman swear by the snare soloing imps in solb, or whatever. I think a malise would be an inexpensive way to deal with resists. To each their own." On Clinging Darkness taken straight from Alla's: "I concur, this spell is fantastic. It's great for aggro, speed, and emergency snares. I still use this spell at 46th." I understand the problem with emu's I just wanted to let you know that the spell clinging darkness is not working as intended here therefore the Regent Symbol of Innoruk is not working as intended here which is a let-down for those of us who made characters based off this item and it's incredibly awesome power. Like I said earlier in this thread, even on Shards of Dalaya they realized the problem with movement and decided to make the mobs on their custom server unable to run at all (took awhile to get used to it, lol). | |||
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#18
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![]() Not every mob on live moved at the same speed. You can outrun some mobs on live without sow. You will find reports that it halted some and barely slowed others. Everything moves at 1.7 here.
I'm not going east to get west. The spell stays accurate. | ||
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#19
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#20
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![]() Quote:
In my humble opinion a quick fix, is just to bump up the snare on this slightly maybe 1% or 2% so mobs stop running. This isn't over-powering and isn't going to make anyone use this spell over the higher level ones in the line but it will make it function as it did on live. I don't think anyone is asking to have all mobs speeds changed. Anyone see a reference saying that it barely snared mobs? I remember at very low levels mobs did run but at the higher levels mobs were stopped. I think I am going to reroll an Iksar Shaman for the additional regen when Kunark opens. I did pick this race/diety combination for this. While I disagree with your statements, you are the boss and I will live with it. Asher | |||
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