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  #11  
Old 12-08-2012, 06:48 PM
Splorf22 Splorf22 is offline
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This is actually good advice. I bet two Trance Sticks would work very well. Not only do you get some procs but the push is key. I duo the Dark Elves with Ploktor some of the time on Sakuragi and with two blood points they don't get many spells off just from push.
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  #12  
Old 12-08-2012, 07:21 PM
Cippofra Cippofra is offline
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Instill doubt is also a great skill for this. Obviously not a feasible option in certain areas
  #13  
Old 12-08-2012, 07:30 PM
Akim Akim is offline
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Quote:
Originally Posted by Furniture [You must be logged in to view images. Log in or Register.]
Theres another thread around here somewhere saying that casters are supposedly too powerful since they are casting too many buffs/spells.

http://www.project1999.org/forums/sh...ad.php?t=75903








Mobs may be casting too much buffs on themselves with spells that they shouldnt otherwise be casting at their level until the patch in luclin. Also like quoted above their may be issues with resists
Yeah they've been over powered since 2009.
  #14  
Old 12-10-2012, 10:19 AM
eqravenprince eqravenprince is offline
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I tried out the 2 Wu's Trance Sticks. It had moderate success with interrupting the caster. I haven't tried adding MR items yet. After seeing more interruptions, I was thinking it would only improve by adding haste. So saving up for FBSS instead of spending money on MR at the moment.
  #15  
Old 12-10-2012, 11:38 AM
kaev kaev is offline
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Quote:
Originally Posted by eqravenprince [You must be logged in to view images. Log in or Register.]
I tried out the 2 Wu's Trance Sticks. It had moderate success with interrupting the caster. I haven't tried adding MR items yet. After seeing more interruptions, I was thinking it would only improve by adding haste. So saving up for FBSS instead of spending money on MR at the moment.
If proc chance here is calculated as on live, melee haste has exactly zero effect on it. The only things that effected proc chance (vs. time elapsed) were DEX and (the supposed few) weapons that had a greater proc chance built in to them. From the testing back in the day, main-hand should proc (on average) 2/min at 100-ish DEX and 3/min at 200-ish, off-hand proc rate is 50% main-hand.

(IIRC, this time dependency on proc chance was used at a later date get a warrior using a weapon that proc'd an AoE spell to proc on every swing by slowing the warrior to the point he swung at the proc rate.)

Also, on the original topic, I don't recall green mobs 10+ levels lower than me on live sticking spells near as often as they do here. Blue-con casters sucked to fight back then just as they do here now, pretty much up until the OP Paladin "fix" with the Luclin release (my main then was a Paladin also.)
  #16  
Old 12-10-2012, 12:07 PM
eqravenprince eqravenprince is offline
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Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
If proc chance here is calculated as on live, melee haste has exactly zero effect on it. The only things that effected proc chance (vs. time elapsed) were DEX and (the supposed few) weapons that had a greater proc chance built in to them. From the testing back in the day, main-hand should proc (on average) 2/min at 100-ish DEX and 3/min at 200-ish, off-hand proc rate is 50% main-hand.
I would think that there is a small chance of proc with each swing. Therefore if I swing faster, more procs over the same amount of time. Side note, going to fast dual wield weapon is the primary reason for the interrupts, although the procs probably added a little bit extra interrupt ability. So haste would only allow me to swing faster and even better chance of interrupting. Plus it just looks cool when it procs =).
  #17  
Old 12-10-2012, 12:15 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by eqravenprince [You must be logged in to view images. Log in or Register.]
I would think that there is a small chance of proc with each swing. Therefore if I swing faster, more procs over the same amount of time.
This is neat, simple, logical, and wrong. Your proc chance is only a function of your dexterity. I assume Verant coded it this way to make it easier to balance the game.

The FBSS will definitely help, however, because it will increase your push. Just make sur e you aren't pushing into a wall.
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Quote:
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in words of anal fingers, just a filthy spaniard
  #18  
Old 12-10-2012, 12:25 PM
eqravenprince eqravenprince is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
This is neat, simple, logical, and wrong. Your proc chance is only a function of your dexterity. I assume Verant coded it this way to make it easier to balance the game.

The FBSS will definitely help, however, because it will increase your push. Just make sur e you aren't pushing into a wall.
I realize dex improved proc chance.

Example A (haste)
10000 swings in 10 minutes

Example B (no haste)
5000 swings in 10 minutes

Example A will have more procs, if this is not the case, I would be shocked.
  #19  
Old 12-10-2012, 12:40 PM
A1551 A1551 is offline
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Hey Man -- then prepare to be shocked!

Procs are a function of dex NOT swings. So regardless of how fast you swing, based on your dex you have an inherent proc rate that the game always drives you towards. For an example if you swing a really slow weapon you will see more procs per swing. If you use super fast weapons and lots of haste you will see much less procs per swing (although overall you'll get the same number of procs). Trust me on this -- or if you don't I'd be happy to slow you in game and let u beat on something and see for yourself [You must be logged in to view images. Log in or Register.]

-Propo Fol
  #20  
Old 12-10-2012, 12:41 PM
garyogburn garyogburn is offline
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That is not the case. Procs are based on how many times a weapon will proc per minute, and if you are hasted that number goes down so you will still proc the same amount of times per minute.

This is the reason I slow myself everytime I use my OT hammer. Procs within 3 swings 99% of the time.
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