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View Full Version : Game Mechanics: "Your target is immune to changes in its attack speed."


Byrjun
01-16-2014, 01:09 AM
The message "Your target is immune to changes in its attack speed." is not classic. In Kunark there was no such thing as specific immunities (ie. slow immunity) - just MR immunity. This was added towards the end of Velious iirc.

One mob that has this flag is Deep (part of Monk epic fight). She needs to either be slowable or fully MR immune.

Treats
01-16-2014, 01:23 AM
You are right, all Immune immune messages should be removed from the code.

Not sure exactly how Stun Immune works but I believe that is separate and gives no message.

Any NPC with an Immune message needs its MR increased to some absurd rate -- like 1000 MR.

Technique
01-16-2014, 02:03 AM
Deep is listed as being unslowable, in the sense that:
Mob gives no immune message but is so resistant to spells that it is, for all practical and reliable purposes, immune to slow in The Shaman's Crucible - A Guide to High Level Slowing (http://wayback.archive.org/web/20030921080553/http://www.interealms.com/shaman/guides/slowing.html) from 2003.

Splorf22
01-16-2014, 02:15 AM
http://www.project1999.org/forums/showthread.php?t=85136

I have a whole thread with like 10+ mechanics bugs, some of which are fairly major, and they were all just closed. So I gave up; P1999 is damn close to classic and I'd rather have Rogean fixing the raid scene anyway :D

Byrjun
01-16-2014, 02:17 AM
Deep is listed as being unslowable, in the sense that:
in The Shaman's Crucible - A Guide to High Level Slowing (http://wayback.archive.org/web/20030921080553/http://www.interealms.com/shaman/guides/slowing.html) from 2003.

Yeah, from 2003. This was a mechanic added in mid-to-late Velious so that they could start making encounters that were unslowable, but wizards could still nuke or whatever. It's in a patch message somewhere, I could dig it up if absolutely necessary.

In our current timeline she's either supposed to be slowable, or 100% MR. I'm assuming the latter.

Daldaen
01-16-2014, 04:12 AM
So are you suggesting you should be able to snare/root Raid mobs as well. Or rather they shouldn't give you a resist message even if they are nearly immune to it. Just immune on the basis of resist / level difference?

Technique
01-16-2014, 05:40 AM
Yeah, from 2003. This was a mechanic added in mid-to-late Velious so that they could start making encounters that were unslowable, but wizards could still nuke or whatever.
I didn't mean to imply that it wasn't added in Velious.

October 8, 2001

Magic System Changes


The level-based spell resistance bonus inherent in super-high level NPCs has been reduced significantly.
Several NPCs have had their resistances reduced. Each of them was examined carefully, and resistances changed as seemed appropriate. For some of these NPCs other things were changed as well to compensate for their increased susceptibility to spells, such as armor improvements or perhaps greater hit points, if needed for that NPC.
NPCs that were highly magic resistant in order to make them immune to certain spells can now be given specific immunity to those spells. This means that they can be made immune to critical spells, as intended, and still be generally less resistant to magic. Players will receive a message similar to the one that is already given for Mesmerization spells when they cast a spell on an NPC that it is specifically immune to.

IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune to spells that they were not already immune to. Many NPCs that were previously immune to spells due to their high innate resistance to magic have had that resistance reduced and specific immunities added. So if you see an immunity message after attempting to cast a spell on an NPC that you hadn't seen such a message from before, understand that the NPC was already immune to that spell before due to high resistances, and the only difference is that it now has lower resistances in general and specific spell immunity (which is why you are seeing the message).

http://www.tski.co.jp/baldio/patch/20011008.htmlFrom the Developer's Corner post (http://wayback.archive.org/web/20020202063615/http://boards.station.sony.com/ubb/everquest/Forum1/HTML/000340.html) mentioned in the patch notes:
we’ve given our designers more control over the ability to customize any particular encounter. For example previously, if a designer didn’t want a creature to be mesmerisable, he had to give it high magic resistance. Now they can set that feature individually while keeping magic resists reasonable so they don’t take a bunch of classes out of the picture through the need for one feature.

Players will now also receive messages when an NPC is immune to a particular type of spell, much like messages regarding mesmerization have always been sent. We can do this since the designers have direct control over the effectiveness of certain utility effects, while still allowing damage-causing spells to go through. As an example, NPCs that were always immune to melee-speed debuffs by virtue of the fact that they had a very high magic resistance will still be immune to those spells, but magic-based spells that cause damage or do some other effect that the designer didn’t necessarily want to rule out would now go through.
Finally, to compensate for increased magical damage, some NPCs have received additional abilities and/or stats. This serves to keep the encounters at a similar level of difficulty while balancing the contribution of melee and casters, rather than engaging exclusively in the melee-heavy strategy of before.

Treats
01-16-2014, 10:51 PM
So are you suggesting you should be able to snare/root Raid mobs as well. Or rather they shouldn't give you a resist message even if they are nearly immune to it. Just immune on the basis of resist / level difference?

NPCs should still give the Resist message, just not immune message.

They are immune based on their Resist.

Most of the time it's Magic, but a lot of Dragons and other NPCs were also immune to Fire/Cold/etc.

Dracholiche - Immune to Magic
Venril Sathir - Immune to Magic
Talendor - Immune to Fire/Magic
Trakanon - Immune to Poison/Magic
Gorenaire - Immune to Cold/Magic
Nagafen - Immune to Fire/Magic
Hoshkar - Immune to Disease/Magic
Faydedar - Immune to Fire/Magic
Cazic Thule - Immune to Magic
Severilous - Immune to Poison/Magic
Vox - Immune to Cold/Magic
Innoruuk - Immune to Magic

Resistances on Immune should be more than 1000 or something.

Byrjun
01-17-2014, 06:30 PM
Thanks for the patch message Technique. I knew the patch existed but wading through all the patch notes throughout Velious (there's a lot) can be a pain.

IMPORTANT NOTE: It is very important to note that we have not made any NPCs immune to spells that they were not already immune to. Many NPCs that were previously immune to spells due to their high innate resistance to magic have had that resistance reduced and specific immunities added.

This means that Deep (and any other NPCs that may have specific immunities) should be made 100% immune to MR.

Bamz4l
01-17-2014, 06:35 PM
http://www.project1999.org/forums/showthread.php?t=85136

I have a whole thread with like 10+ mechanics bugs, some of which are fairly major, and they were all just closed. So I gave up; P1999 is damn close to classic and I'd rather have Rogean fixing the raid scene anyway :D

lol why are ur bug reports just getting locked for no reason? Is Sundawg behind this?

nilbog
01-17-2014, 06:39 PM
fwiw, any thread older than 3 months was locked during the forum migration/remigration.

Mac Dretti
01-17-2014, 06:59 PM
U guys shouldnt make attacks on nilbog staff in nilbog bug threads

Keep up the good work nilbog and friends.

Sporf you should copy and repost to keep it alive. Link the discussion or maybe request it be unlocked if it's still valuable.

Haynar
01-17-2014, 08:40 PM
The slow immunity message should probably be removed if its not classic. Resists can be fixed later. If someone confirms to remove it or adds it to a fix things list, I can do it pretty quick.

H

Byrjun
01-17-2014, 09:08 PM
What's to confirm?

Btw, does anyone know any other mobs besides Deep that has an immunity that it shouldn't have?

Byrjun
01-24-2014, 03:50 PM
Gorgalosk - Your target is immune to changes in its attack speed.