Go Back   EQEmulator Home > EQEmulator Forums > Support > Support::Windows Servers

Support::Windows Servers Support forum for Windows EQEMu users.

Reply
 
Thread Tools Display Modes
  #1  
Old 06-05-2006, 05:31 AM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
Default

Quote:
Originally Posted by vales
I could be wrong, but I don't think the 6/1 version touched anything with necro/sk classes and feign. All they did was insert the missing opcode for human and iksar monks. But your issue does warrant some more testing, though.

I'm using the Titianium client with PEQ's Luclin Beta database. I'm about to hop on and test it out. Will report back if it's different.

Edit: Just made a level 60 necro and tried it out. Casted Clinging Darkness, then Death Peace and the mob walked away. When the next tick did damage, the mob did come back even though I was still feigned. D'oh!
The reason that the mob comes back to you in this case is due to the DoT "Clinging Darkness" that you cast on it.
__________________
Rojadruid

Innoruuk Server [legit]
Server Admin.
Server Status: UP
Reply With Quote
  #2  
Old 06-05-2006, 06:23 AM
vales
Discordant
 
Join Date: May 2006
Posts: 458
Default

Yeah. I was just confirming that I have the same issue as the guy that posted above me. I don't know if this has been an ongoing issue or if it's something that just came up with the newer builds.

I never tested this with SK/Necros in previous builds since I started with the 7.0 release, so I was just stating the database and client version I used so that can eliminate the possibilities that it was just a certain setup he was running. I just wanted to let him know that it wasn't just him. :p
Reply With Quote
  #3  
Old 06-07-2006, 03:28 PM
unicorn97211
Sarnak
 
Join Date: May 2006
Posts: 37
Default Expected Functionality

As a necro when I FD with no spells active on a mob the mob should:
  • Stop Hitting me
  • Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
  • Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
  • Clear any hate caused by any damage done prior to the FD
i.e. I cast a 1k nuke to pull a static mob then FD. The mob should pause a bit, then walk home. If I get up before the mob reaches it's static spawn point or it's first waypoint, I should still have agro but no more agro than had I just wandered into the mobs agro range. The agro from the 1k dmg should be gone. If I stand after the Mob has reached it's static spawn point or waypoint #1 or I have been FD for two minutes I should be agro free.

I FD with one or more DoT spells active on a mob the mob should:
  • Stop Hitting me
  • Return to Spawn Point if Static and clear all agro/hate when reaching Spawn Point.
  • Return to wandering the grid if not static then clear all agro/hate when reaching waypoint #1
  • Continue to take damage from all DoTs (no-agro regen rates on live mitigate this near 100% on most mobs)
  • Continue to suffer all nondamage spell effects. (Such as snare)
  • Clear any hate caused by any damage done prior to or during the FD.
  • Retain agro on DoT caster unless DoT wears off and Mob has returned to spawn point or waypoint #1 before caster stands.
i.e. I cast Dooming Darkness (Snare + Magic DoT) pull a static mob then FD. The mob should pause a bit, then turn and attempt to walk home but because of the snare the mob will stay at a standstill. If I get up before the two minutes is up or before my DoT wears off, I should still have agro but no more agro than had I just wandered into the mobs agro range. The accrued agro from the DoT dmg should be gone. If I stand after being FD for two minutes and my DoT has worn off I should be agro free. If I stand before the DoT wears off , the mob resumes it's attack on the next tick of the DoT. At no time should any DoT'd mob be attacking me whie I am successfully feigned.

*This is key to splitting. To Split mob A from B:
1) Snare mob A - Mob A walks towards you , Mob B run at you.
2) FD - Mob A turns to return to spawn but can't move, Mob B walks to spawn point
3) Stand Mob A recieves damage from snare DoT and resumes it's attack on you. Mob B having returned to spawn point is out of agro range and has no agro towards you therefore staying home.

I stack 8 heavy DoT's on a Raid Mob and FD between each cast, the mob should:
  • Stay agro on the tank because each FD has cleared your accrued damage hate
  • If I continue to stand while my 8 DoT's do damage even having feigned between each cast, the accrued damage/hate could push me back to the top of the hate list. (This is why necros commonly FD at regular intervals to keep clearing their acrrued agro during long fights)

I am level 70 and I nuke a level 10 mob down to 1 hit point then FD. My friend a level 1 warrior hits the mob for 1 dmg, the mob should:
  • Die and award full xp to the level 1 warrior because all agro/hate from the level 70 nuke caster was wiped during the FD leaving the level 1 warrior as the only PC on the Mobs hate list.

Things that blow my cover are:
  • A spell landing on me after having feigned. i.e. a mob begins casting before I FD and the spell lands on me after I hit the floor.
  • Being hit by any AE spell.
  • Feigning with Auto-Attack on. (I think this only happens to necros , i heard it doesn't happen to monks, don't know about sk at all)
  • ... has fallen to the ground.

I figured writing this would serve as a reference to what we're shooting for with FD functionality. Feel free to point out any errors or things I left out.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:23 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3