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#1
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Most/All DoTs are 1 tick short
The Splurt thread reminded me of this. I believe DoTs were coded to do 1 tick more than their listed duration to counteract the kiting nerf. Here's the notes on the patch that changed this. If this is implemented and I'm unaware then totally ignore this. But the reports from Splurt damage make me think it's not the case.
http://everquest.allakhazam.com/hist...ches-1999.html DoT Changes: - If the monster is in melee with you, there is no change to how a DoT spell works. - If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works. - If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken. - 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. How did they implement this last part? They added an extra tick at the end of the dot. Here's Druids talking about it, noting an extra tick from Winged Death. http://thedruidsgrove.org/archive/eq/t-3852.html Here's Splurt very noticably being 17 ticks. http://everquest.allakhazam.com/db/s...05547656970427 | ||
#2
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http://www.necrotalk.com/archive/index.php/t-158.html
http://www.necrotalk.com/archive/index.php/t-2181.html Both showing 17 ticks. For the record, it still shows as 1.6 minutes on lucy and has never been changed. | ||
#3
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Two issues remain post patch that I think would be easily fixed.
1- The "Bond of Death" type of spell for necromancer which ticks and heals, only the damage ticks have been upped in line with the server bonus tick this thread is all about. The healing part has not. Since Project 1999 treats these as two separate effects, you can see the Mordinia fade (the healing part) prior to the spell dropping off: [Fri Jun 12 10:12:25 2015] Spectral commander staggers under the curse of Vexing Mordinia. [Fri Jun 12 10:12:29 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:12:35 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:12:41 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:12:47 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:12:53 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:12:59 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:13:05 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:13:11 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:13:17 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:13:21 2015] The Mordinia fades. [Fri Jun 12 10:13:23 2015] spectral commander has taken 111 damage from your Vexing Mordinia. [Fri Jun 12 10:13:23 2015] Your Vexing Mordinia spell has worn off. I need to do more testing on this to get the raw healing amount, but the order makes it seem as if it is dropping off early. But it could just be a weird timing error. I know the Soul Well effect does the same as this. Since I don't get any feedback on healing ticks, I can't just count the lines as I can for the damage part of this. I'll report back when I know more. 2- Splurt is a tick too short still. The spread between Cessation of Cor and Splurt should be 6, with Splurt ticking 6 more times. If Cessation is now doing 11 to account for this server tick, than Splurt should be doing 17. If Cessation is doing 10, then Splurt should be doing 16. Earlier on in the thread, someone posted a link to a comment from 2003 reading this: Quote:
So Splurt appears to be 1 tick short still. Quote:
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Last edited by Uteunayr; 06-13-2015 at 10:15 AM..
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#4
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The dot fix has had unintended consequences as it appears to have shortened all bard songs as they "tick" like dots. My 4 song rotation is now 3. Which is fairly troublesome. Has Haynar taken a look at this? I know they know about the move speed issue as it was a global problem but have they said anything about the dot ticks?
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#5
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welcome to something druids have complained about for a while now.....
__________________
Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#6
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They address it? Did it need more proof or just no word?
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Last edited by koros; 04-16-2015 at 05:27 PM..
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#7
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Quote:
__________________
Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#8
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good thread make it so
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#9
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An attempt at proof that they hardcoded it this way:
The patch notes say - 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. We can interpret this as less than 3 ticks, 3 ticks, and greater than 3 ticks. Assuming the change added 1 extra tick at the end of DOTs, the one extra new tick would result in more damage than before if the mob took only 2 ticks at .66x, as much damage if the mob took 3 ticks at .66x, and less damage if the mob took more than 3 ticks at .66x. | ||
#10
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We definitely notice this in pvp with splurt coming short of killing casters if they don't dispel it
Watched many a scum who didn't pell himself die from just a splurt on RZ | ||
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