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View Full Version : Game Mechanics: Player's bashes are not interrupting mob spells.


jbramlett
10-02-2019, 03:41 AM
Per the recent patch notes: Haynar: Bash can now interrupt spells, even if the stun component does not land (Credit work by Torven/Mackal).
However my guild and several other guilds have noticed that even though bashes are landing on high level mobs, like giants and dragons, the bashes are not interrupting spells. The Mobs continue to cast despite many successful bashes.

Pringles
10-02-2019, 05:32 AM
Per the recent patch notes: Haynar: Bash can now interrupt spells, even if the stun component does not land (Credit work by Torven/Mackal).
However my guild and several other guilds have noticed that even though bashes are landing on high level mobs, like giants and dragons, the bashes are not interrupting spells. The Mobs continue to cast despite many successful bashes.

As the mob level increases the chance for bash to interrupt lessens.

jbramlett
10-02-2019, 01:35 PM
I can understand the chance of interrupting spells being reduced on higher-level mobs, but the chance on some of these mobs is extremely low. I would say there is something like a 1% chance of interrupting a mob or less. the wording of the recent patch notes would suggest that the interruption chance would be a a lot higher than that. It almost seems like these mobs have an extremely high channeling Level.

papageorgio3
10-02-2019, 01:46 PM
Mobs with infinite mana pools are unkillable. The chance to stun is way to low and I don't think it works at all on some mobs.

elwing
10-02-2019, 02:05 PM
Had a mob with infinite mana ch like 4times before we ran out with like 3boards bashing and an additional 4-5kicking,not a single interrupted ch... If the goal was just to fix something not exact ok, if the goal was to add a new way to mitigate the loss of push interrupt then its not working at all... We'd need probably north of 30 bashers to have any reliable chance to stop ch with these change... If the goal was to make that bash can rarely interrupt stun immune mob then it's maybe working, if it was to provide a new raid mechanism then it's clearly bugged.

Pringles
10-02-2019, 09:06 PM
I can understand the chance of interrupting spells being reduced on higher-level mobs, but the chance on some of these mobs is extremely low. I would say there is something like a 1% chance of interrupting a mob or less. the wording of the recent patch notes would suggest that the interruption chance would be a a lot higher than that. It almost seems like these mobs have an extremely high channeling Level.

Yeah at raid mob level I believe the chance is around 1-2% but I am too lazy to go back through Torven's logs. Mobs effectively no longer have channeling which completely invalidates push of any distance. Working as intended. This was not implemented as some fix for raiding but rather bringing the server towards conditions actually present in 1999-2001. All of this was based on classic era data so enjoy!

jbramlett
10-03-2019, 04:19 AM
I'm still very Skeptical of this. I would need someone official to confirm that if it's true. Like a GM or developer. However, if it is true, it makes the game almost unplayable. Atleast at raid level. I don't see how any guilds will be able deal with raid targets now. Except maybe just mass zerging with upwards of 100+ players or more. This would make smaller guilds unable to do anything tho. I could see the death for the server through this.

Dolalin
10-03-2019, 04:56 AM
Well presuming the mobs are not bugged and actually have Mana, you get your bards and chanters to mana drain them, and then they won't gate/ch.

Some mobs are bugged though looks like and don't have mana but still CH. It will be fixed.

jbramlett
10-03-2019, 05:00 AM
Yes. I suppose that could be a way to do it. Still I was really hoping the new patch would make paladins, SKS and warriors a lot more valuable now. Instead it just made us more useless. I kind of regret rolling a paladin now. We have no role to fill in a raid.

Dolalin
10-03-2019, 05:49 AM
The goal of the server isn't to make the game more X or better for Y, it's just to simulate classic EQ.

Hybrids had a rough time in Velious in classic, it was Verant's fault. Fixing that is out of the scope of P99.

jbramlett
10-03-2019, 07:19 AM
Yes that's true.

Haynar
10-03-2019, 10:23 AM
Some mobs mana pools are too big. And some have too high mana regen rate.

When those are adjusted, typical CH mobs should only CH 2 or 3 times, unless they are raid mobs. Raid mobs will CH a few more times.

Draining mana should work, when regen rates are reduced.

H

Dugface
10-03-2019, 10:49 AM
And some mobs don't have any mana to drain, but can still CH.

Baler
10-03-2019, 11:07 AM
Draining mana should work, when regen rates are reduced.

Can anyone explain what haynar means by "when regen rates are reduced."?
Are mobs mana regen higher than classic at the moment?
Is there a way to reduce mana regen on mobs?

elwing
10-03-2019, 11:16 AM
@haynar:
So you confirm that this bash work as intended, it's merely a cosmetic fix that won't ever have any use in raid, correct?

Tyronius of Midnight
10-03-2019, 11:35 AM
Can anyone explain what haynar means by "when regen rates are reduced."?
Are mobs mana regen higher than classic at the moment?
Is there a way to reduce mana regen on mobs?

It's just a setting on the npc database table for any given npc. They would need to be dialed down. Not sure if p99 is different, but most eqemu table structures have it this way.

I'm more surprised that p99, given how long it's been running, still has problems with this.

jbramlett
10-03-2019, 11:54 AM
@elwing
We are looking into an issue right now where some mobs have a mana regen rate set too high, which could cause them to regain enough mana in a single tick to immediately cast gate.

from this post https://www.project1999.com/forums/showthread.php?p=2972881#post2972881

Danth
10-03-2019, 01:01 PM
Monster mana regen rates are totally irrelevant to the question of whether bash is able to interrupt spells. A low chance is not the same thing as zero chance. Has anyone had a bash WORK yet on a 55+ creature? Also, some people seem to forget that there is more in the game than just raiding. There are non-raid level 55+ spellcasting monsters that fall within the scope of this discussion.

Danth

elwing
10-05-2019, 04:19 AM
So can a gm confirm whether this work as intended? It's pretty much useless atm, is it intended?

Jimjam
10-05-2019, 04:46 AM
And some mobs don't have any mana to drain, but can still CH.

Just the other day i saw a dragon questing for a soulfire. Its gwtting out of hand!

Ostepop
10-05-2019, 07:10 AM
It's just a setting on the npc database table for any given npc. They would need to be dialed down. Not sure if p99 is different, but most eqemu table structures have it this way.

I'm more surprised that p99, given how long it's been running, still has problems with this.

It wasn't discovered before the recent change where push was rendered useless, and bash very close to useless in terms of interrupting npc spells.

zodium
10-05-2019, 08:52 AM
So can a gm confirm whether this work as intended? It's pretty much useless atm, is it intended?

ianagm, but assuming takp numbers are correct, yes, it is effectively useless and that is classic/intended

Danth
10-05-2019, 01:39 PM
A couple of trips to Permafrost yielded no success against the spellcaster ice giants there (which are relatively low level, only 50ish). Best I got was a couple "regains its concentration and continues casting" messages and I'm not even sure those were due to bashes. As noted preiviously, bash SHOULD interrupt things, even if not totally reliable. "It didn't work all that well" is not the same thing as, "It doesn't work at all." I'll continue testing as circumstance permits.

Danth

Endonde
10-05-2019, 02:36 PM
It wasn't discovered before the recent change where push was rendered useless, and bash very close to useless in terms of interrupting npc spells.

This has been a known problem for years, I remember testing on Velious beta if dragons could be sieved, and they couldn't.

It was just never a big enough problem to care until now.

Vizax_Xaziv
10-08-2019, 12:49 AM
Any update on this stuff? When I leveled my Warrior his 55+ "Stun Kick" always worked fantastically well to interrupt caster mobs in places like Sebilis.

Is the situation with Bash a different thing altogether? Are we talking about only "raid level" mobs?

REALLY hope to see this get sorted out before the G99 launch. The ability to sword+board Bash is a real strength of the Knight classes in regards to group content! (ESPECIALLY on a fresh server of ungeared players)