Quote:
Originally Posted by Randymarsh9
Sounds like something similar would be good for charm spells too
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I already told you charms, like roots, snares, and fears use the resist stat to not only determine whether the spell will land or not, but also how long it lasts for. Every tick, a NPC or player will check their resist stat (in those cases it's usually MR) against the spell. The higher the resist, the more likely the chance of the spell breaking early. This is basic EverQuest mechanics that every spell caster should be aware of. To make a stronger charm, set the ResistDiff columns of spells_new or your flatfile to low number (Dire Charm is -1000, btw) The lower you go, the more permanent the spell becomes.
Chaos, the above *might* work for preventing nukes from breaking roots as well. For that, I'd set the field to like -10000 and run some tests.