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Development::Bug Reports Post detailed bug reports and what you would like to see next in the emu here. |

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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Rojadruid
Innoruuk Server [legit]
Server Admin.
Server Status: UP
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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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01-31-2006, 03:46 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Berserker Bugs w/ 0.6.4
Berserker Problems:
1. The Berserker GM at LEAST in Oggok thinks he is a Bard GM. As such, he will not take the tomes from you in order to give you the abilities. I'm not sure if this is true in other cities, but I'm betting it is, since I think it's just that BerserkerGM is set to whatever number is actually the BardGM.
2. In trying to further test and see if it really was just the Ogres, I created a Troll Berserker. In place of the GM and the Tomes guy there were two NPC's that did not respond to anything and had the incorrect names. I can get more details on this if desired.
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01-31-2006, 05:17 AM
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Dragon
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Join Date: Dec 2003
Location: Earth
Posts: 818
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Quote:
Originally Posted by Ibix
Berserker Problems:
1. The Berserker GM at LEAST in Oggok thinks he is a Bard GM. As such, he will not take the tomes from you in order to give you the abilities. I'm not sure if this is true in other cities, but I'm betting it is, since I think it's just that BerserkerGM is set to whatever number is actually the BardGM.
2. In trying to further test and see if it really was just the Ogres, I created a Troll Berserker. In place of the GM and the Tomes guy there w
.ere two NPC's that did not respond to anything and had the incorrect names. I can get more details on this if desired.
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Those are Database Issues not code
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01-31-2006, 09:22 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Had I thought about it, I would have known that. Thanks/sorry. I'll wait for the Luclin beta to come out and hopefully those sorts of things will be fixed.
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02-01-2006, 03:59 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Okay, a note on the Monk FD code.. I know this is from quite a while ago (over 3 years actually) ... sorta why I'm surprised to see the mobs reacting as they are and not waiting to path back, hence breaking FD...
http://www.eqemulator.net/forums/showthread.php?t=3568
It's entirely possible I'm misinterpreting the 'feignMemory' or whatever it was incorrectly... thought it does sound like that would make them have a random length of time before they forget you and path back maybe... I dunno.
Regardless, just thought it might be helpful when I found it while digging.
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02-01-2006, 05:40 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Regarding the earlier-mentioned possible lull bug:
Lvl 13 Enchanter using lvl 6 spell Soothe. Since Enchanters don't get another lull-type spell until 19 or 20 (calm) I'm going to assume that this spell should work for those levels (1-20 or so). I couldn't find the data on what the spell is actually supposed to work on, sorry about that. However, on a lt. blue mob to a lvl 13 (so the mob is, what, lvl 10-11?), the chanty blew through an entire bar of mana never once having Soothe stick.
The enchanter is my friend and as such I'm not certain of the skill levels however I know he has played the chanty from lvl 1-13 so he should have been getting the proper skillups... Is this the intended function of the spell or is it incorrect? On a side note, I found a thread from a year or two ago regarding this saying that they had the same exact problem with the 'level 1 lull spell'. There was really never any response as to whether that had been fixed or not, etc...
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02-12-2006, 09:18 AM
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Sarnak
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Join Date: Dec 2005
Location: the Void
Posts: 40
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...
Well if it will make you feel any better the Lull line & Harmony line don't seem to take hold on ANY mob (works fine on players but not on mobs) with the current 6.4 server either.
Took a look at the spells_us.txt file and its listed as a Benifical buff which if you take that off it will just make the spell only good pulling  Maybe its not taking hold because mobs are not allowed to be buffed with player spells ATM?
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02-13-2006, 05:11 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Would seem that it should certainly be a detrimental....
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09-28-2006, 04:52 AM
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Sarnak
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Join Date: Jan 2006
Posts: 40
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Post Necromancy (reviving the dead):
Bringing it back from the dead. My friends and I are about to go through the process of putting up a 7.0 server for us to play with, but I was curious about the status of the Monk/FD as well as the soothe/lull line problems. I searched the forums and didn't really find any notes on it other than this thread which hasn't been responded to in about 7-8 months.
Any thoughts? If the coders are a bit busy, as I imagine they are, do any of you that play on the PEQ server know, does FD seem to be working? Do lull spells actually seem to stick to/lull mobs?
Thanks in advance for the responses.
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09-28-2006, 07:14 AM
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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 Ibix
Post Necromancy (reviving the dead):
Bringing it back from the dead. My friends and I are about to go through the process of putting up a 7.0 server for us to play with, but I was curious about the status of the Monk/FD as well as the soothe/lull line problems. I searched the forums and didn't really find any notes on it other than this thread which hasn't been responded to in about 7-8 months.
Any thoughts? If the coders are a bit busy, as I imagine they are, do any of you that play on the PEQ server know, does FD seem to be working? Do lull spells actually seem to stick to/lull mobs?
Thanks in advance for the responses.
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FD seems to be working in the latest build, I can no FD and split pull, so I would say its working. The lull I am not sure on.
__________________
Rojadruid
Innoruuk Server [legit]
Server Admin.
Server Status: UP
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