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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |
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01-23-2006, 09:46 AM
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Sarnak
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Join Date: Sep 2005
Location: Gold Coast, Oz
Posts: 69
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Unless it was changed (which is possible) the way dots stack on eqlive is that all dots that do NOT have a non-dot component stack OK. Dots with a non-dot component do not stack, but the highest level one overwrites the lower one, regardless of efficacy, so a higher level spell with the same stat being lowered and a lower dps may replace a nastier (necro) spell just because it's a higher level. (This is another reason for necros to hate druids).
However, if the same spell (with a non-dot componet) is cast on a mob by two (or more) players, then the dot components do stack. So 2 necros can "stack" dooming darkness, and the mob is snared as per 1 cast, but has a double dot. If however clinging darkness and dooming darkness are cast on a mob by the same player, dooming darkness will overwrite clinging darkness completely. If the two spells are cast by seperate players, only the higher one works, just as if it was only one player casting.
Since most poison dots are just dots with a nuke, there was an exception made so theyd stack like pure dots, as everyone was pissed off that poisons wouldnt stack!
Or I could be FOS these days, but it used to work like that.
Quote:
Originally Posted by Belfedia
Now on EQ for DOT spell:
All DOT spells stack in any order (you can make engulfing darness + dooming darkness)
On old EQ, the best DOT take up by spell line.
If you cast level 60 dot poison on a mob, and you cast after a level 65 dot poison, only 65 spell work (the 60 is cancel and disappear).
For buff, It was more hard, and all spells can't stack
But we have one error on Eqemu, Paladin Hp/ac spell line don't stack with cleric Hp/ac buff.
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01-23-2006, 05:21 PM
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Developer
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Join Date: Aug 2003
Posts: 246
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It was changed on live, quite a while ago.
With my druid, I'd drop Winged Death on, then click my Elder Spirist Vambraces (Stinging Swarm) and let him rot. Add on a Drifting Death if you wish, but as mana efficient.
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01-23-2006, 11:48 PM
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Sarnak
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Join Date: Sep 2005
Location: Gold Coast, Oz
Posts: 69
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Quote:
Originally Posted by Doodman
It was changed on live, quite a while ago.
With my druid, I'd drop Winged Death on, then click my Elder Spirist Vambraces (Stinging Swarm) and let him rot. Add on a Drifting Death if you wish, but as mana efficient.
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Hmmm, yet another example of SOE catering to the mindless I guess - is there ANY need to think on eqlive anymore?
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01-24-2006, 03:42 AM
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Hill Giant
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Join Date: Nov 2005
Posts: 145
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Another interestng thing about stacking on live, which would more then likely be very difficult to impliment is that multiple druids or whatever class can stack the same dot on the same mob. Of course this only works for some dots not all. So 3 druids can cast winged death on the same mob at the same time. It doesnt work for the druid fire DoT's tho... Only class I can be 100 percent sure of because its the only class I play Live.
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01-24-2006, 01:03 PM
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Hill Giant
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Join Date: Aug 2005
Posts: 107
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Quote:
Originally Posted by HurtinuDaily
Another interestng thing about stacking on live, which would more then likely be very difficult to impliment is that multiple druids or whatever class can stack the same dot on the same mob. Of course this only works for some dots not all. So 3 druids can cast winged death on the same mob at the same time. It doesnt work for the druid fire DoT's tho... Only class I can be 100 percent sure of because its the only class I play Live.
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I think that's because the fire dot had an additional effect like a small ac debuff or something.
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01-24-2006, 02:41 PM
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Discordant
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Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
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Quote:
Originally Posted by jimbabwe
I think that's because the fire dot had an additional effect like a small ac debuff or something.
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Yes it has an AC debuff in it. Thats why it wont stack
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01-30-2006, 05:30 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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To start this off, we are running a 0.6.4 server that is NOT the most up-to-date, but is running the pre-compiled binaries from 3-4 weeks ago, on a Windows server, using Mini-Login (not that this should come into it at all really).
Monster corpse-camping code needs to be updated I believe. I think I've seen this mentioned elsewhere, but don't see it in the SF bug list, nor in this thread.
Monsters do not camp corpses at all... This would seem wholly beneficial, although detrimental to the difficulty factor in some zones. The problem is that monk/necro/sk(?) feign death do absolutely nothing for pulling. There is, currently, pretty much no reason to ever play a Monk... decent top-end DPS, but nothing compared to other classes and without FD split-pulling working, there is no real reason to play one.
I don't know precisely how the code works on Live, but it would seem that perhaps monsters have another column in their table with an upper-limiter for the amount of time they will camp a corpse, with some number (0 maybe?) signifying a perma-camper. Basically, monsters will stay at the 'corpse' (really dead or not) for a seemingly-random amount of time, and will begin returning to their spawn point one by one. I'm not sure but maybe the amount of aggro factors into this (like, the one the monk actually tapped may stay longer?) or it may not. Even if not, it would just be cool if monsters stayed at the corpse a random amount of time between like 1 and 10 seconds before pathing back. I'm sure someone who has played a monk more, or has more experience with this situation would be able to give a more exact answer as to how this all works. I just know that Monks are currently Rogues who do less DPS, cannot hide/sneak, and their only benefit is mend.
If more details or insight is needed, or if this issue has already been addressed, my apologies.
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