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View Full Version : Spells: Run kiting penalty for Druid DoTs


Crusader
01-01-2014, 05:55 AM
I have posted a thread in General regarding this and was advised to post here also. I played a druid in 2000 through several expansions. I definitely know that there was no run kiting DoT penalty for Druids. I have spoken to several classic druid players who affirm that this was the case. I know that Verant patched and repatched spell effects and abilities...Either Sony does not have the full picture or is unwilling to research it and/or share it, but as it stands now the spell penalty is not correct. My question is two-fold...What would I have to do to get the devs to change the spell penalty...and given the attention they have to the Velious release, do they have the time and interest to correct this.

BTW...I have no problem with root/snare not stacking..that was the way it was back then.

Thank you guys for all the work you have done giving us this chance to re-experience the game as it was.
Happy New Year to all the staff.

Ele
01-01-2014, 11:42 AM
I have posted a thread in General regarding this and was advised to post here also. I played a druid in 2000 through several expansions. I definitely know that there was no run kiting DoT penalty for Druids. I have spoken to several classic druid players who affirm that this was the case. I know that Verant patched and repatched spell effects and abilities...Either Sony does not have the full picture or is unwilling to research it and/or share it, but as it stands now the spell penalty is not correct. My question is two-fold...What would I have to do to get the devs to change the spell penalty...and given the attention they have to the Velious release, do they have the time and interest to correct this.

BTW...I have no problem with root/snare not stacking..that was the way it was back then.

Thank you guys for all the work you have done giving us this chance to re-experience the game as it was.
Happy New Year to all the staff.

The following patch is the basis for the current implementation on P99. You will need to find a patch message or contemporaneous postings for the time period (e.g. prevelious, velious, preluclin, etc) that contradict the current implementation.

I am not sure what you mean by Sony not being willing to research or share information? They have nothing to do with this project and do not support it in anyway.

http://www.tski.co.jp/baldio/patch/19990913.html

DoT Changes:

If the monster is in melee with you, there is no change to how a DoT spell works.
If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken.
DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.

Edit: Someone in the other thread linked this patch message, so it is doubtful the current DoT penalty for moving targets implementation will ever be changed here.

http://www.tski.co.jp/baldio/patch/20020724.html

Crusader
01-01-2014, 12:55 PM
Thank you for your response Ele. So, if I understand you correctly, if you run/kite for 15 secs, then root the mob for the rest of the fight, somehow the damage you have done will actually be increased for those first 15 secs over and above the normal damage that would have been by the DoT, or maybe the entire damage you have done. pre and post root will be suddenly modified. Of course that's not what the damage message says. And what if the root breaks for 3 secs before the monster dies, or breaks for 6 secs before the monster dies...does the damage readjust itself to reflect the before and after run/kite ruled. It doesn't appear to according to the damage message you get.
I look forward to your reply....thank you.

Ele
01-01-2014, 02:35 PM
I don't think you are understanding that 18 second statement correctly. There is no retroactive increase or decrease in damage if you later root the mob or cause it to flee or if root breaks. The patch is explaining that the increase in duration (extra ticks) of the dots offsets the reduction if you let it move for 3 ticks or less. They built in some room for root breaks while still providing the same amount of damage/mana as before.


DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.

Quick example with generic numbers.

Tick = 6 second window, 3 ticks = 18 seconds.

Pre Sep 1999 - Dot mob with 10 tick, 10 dmg/tick. Mob takes 10x10 = 100 damage over 10 ticks whether it is rooted, stationary, running, or fleeing.

Post Sep 1999 - Dot mob with 11 tick (bonus tick increase from patch), 10 dmg/tick. If moving the dot is only 0.66 (66%) effective.

If stationary/rooted the entire time = 11x10 = 110 damage.
If moving at the moment 3 ticks occur = 8x10 + 3x10x0.66 = 80 + 19.8 (20) = 100 damage.
If moving at the moment 4 ticks occur = 7x10 + 4x10x0.66 = 70 + 26.4 = 96 damage.
If moving the entire duration = 0x10 + 11x10x0.66 = 0 + 72.6 (73) = 73 damage.

Crusader
01-02-2014, 04:39 AM
Thanks for the explanation...I am going to try out the various types of DoT combat, fear kiting, root/rot with root breaking and rerooting, and root/rot with root breaking and run kiting or fear kiting and see just what the damage messages are at 3 ticks (18 secs) 4 ticks (24 secs) and beyond. I will get back to you.
BTW, my son is trying to track down Brad McQuaid, the Verant spokesman for the developers for his correction to your patch information...I continue to get in game feedback from old timers that the current DoT rules were not in effect in 2000, when I started playing.
Thanks for the reply.