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Spell Support Broken Spells? Want them Fixed? Request it here.

 
 
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Old 01-15-2012, 09:01 AM
AudioGarden21
Sarnak
 
Join Date: Aug 2004
Posts: 80
Default Defensive/Reverse Procs

So, after scouring the forums searching for word on Defensive and Reverse Procs, I didn't really find much that would set me at ease in regards to it's proper implementation.

I've tested a few of them, Cleric Ward line, Shaman's Lingering Sloth, and Druid's Skin of the Reptile, and none of them really function as they did on live.

First of all, I can say without a doubt that none of the spells I tested proc on misses/dodges etc, like they should, and only count for hits taken.

Also, any attempt at increasing the proc chance or proc rate has been in vain. Does anyone have any insight on how to increase the proc rate? I've tried the proc modifier on the spells themselves in the spell file, added proc modifiers to the spells, and even tried to increase the average procs per minute in the rule_values, all to no avail.

It would seem that proc chance on these spells is independent of normal, weapon-type proc-ing systems.

The only solution I've found (which I don't really care for) is to add more defensive proc lines to the spells, so there's about 5 of each on a single spell, giving each 5 times the chance to proc. This however, has it's inherent issues, such as having Reptile for instance proc twice in one combat round. It's not the most elegant solution, but it'll suffice for now until we can figure out how to sort this out.

I played a high level Cleric, Shaman, and Druid on live and had all three of the spells I mentioned above, so I'm quite familiar with their function and quality to attest to their behavior. Each one of them had quite a high proc chance, much greater than I'm currently seeing, which is about 1 proc every few casts, unless I constantly sit to take damage from my target dummy. Again, they should proc regardless of whether it was a hit or not, but that's not the case.
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