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Old 06-26-2009, 09:00 PM
gaeorn
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Originally Posted by ChaosSlayerZ View Post
well we can test this easily enough by making 2 custom spells one just with frenzy and one just with lull.
Great, except which one is supposed to do what on live? The problem isn't knowing which does what on the emulator. One can look at the code and see that reaction radius = harmony = aggro radius and frenzy radius = assist radius. How do you propose we make those custom spells on live? That is where we need to figure it out.

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Originally Posted by ChaosSlayerZ View Post
ok so then:

Frenzy Radius - distance from which mob will agro
Lull - distance from which mob will assist
Harmony - ALSO distance from which mob will agro?

so Harmony just repeats Frenzy range effect?
Harmony and lull are both aggro radius and frenzy is assist radius according to the emulator code. I suspect harmony and frenzy should be reversed to match live.
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Old 06-26-2009, 09:23 PM
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ChaosSlayerZ
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Originally Posted by gaeorn View Post
Great, except which one is supposed to do what on live? The problem isn't knowing which does what on the emulator. One can look at the code and see that reaction radius = harmony = aggro radius and frenzy radius = assist radius. How do you propose we make those custom spells on live? That is where we need to figure it out.


Harmony and lull are both aggro radius and frenzy is assist radius according to the emulator code. I suspect harmony and frenzy should be reversed to match live.
wait wait, you saying yourself in that post that Frenzy radius effect was removed from OoW+ lulls.
you also saying that effects on emu are reversed.

which means if we take a LULL only spell and it does NOT lull - then you have proved that emu uses these effects in reverse.
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