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View Full Version : Patch Notes, Sunday April 17th, 2011


Rogean
04-17-2011, 12:04 PM
This patch contains a new spells file. Please obtain the latest EQ Changes V8 (Http://www.project1999.org/files/eqchangesv8.zip) from the setup guide.

Code

Rogean: April Fool's Guise of the Deceivers have been removed from inventories.
Rogean: Blinded mobs will now attack anything in melee range before fleeing.
Rogean: NPC's will now regain 25% HP when gating.
Rogean: The /target command now requires line of sight (except corpses).
Haynar: Trade Fixes
Haynar: Fix for item deletions due to fast swaps
Haynar: Added opcode OP_EvacToSafeCoords to allow evac/succor to show the zone name properly.
Haynar: Items picked up from inventory, while looting a no drop item (with confirm window still up) will no longer by deleted.
Kanras: New charm duration and lull critical failure checks.
Kanras: Unswerving Hammer of Faith, Flaming Sword of Xuzl, Rage of Zomm functioning correctly.
Kanras: Bards using an instrument while playing Kelin's Lugubrious Lament will no longer increase mob aggro/assist radii.
Kanras: SpinStun can stunlock
Kanras: Fix for disciplines not firing off when stunned
Kanras: Fixed charmed pets not being attacked by nearby mobs with same primary faction.
Kanras: Mark of Karn will now overwrite enemy DS.
Kanras: Taunt will no longer work on mobs above 50
Kanras: Pets will no longer automatically dual wield at a certain level.
Kanras: Buffs that have a one-time heal will now generate aggro.
Kanras: Mana regen portion of bard songs will no longer be affected by instrument modifiers.
Kanras: Fixed bug where some mistwalker pets would only do bash/kick damage
Kanras: Mistwalker pets will now depop after one round of combat.
Kanras: Nosy "wives" will no longer be able to see anon/roleplay players in /who all results.
Kanras: Simplified (working) day/night switches.
Kanras: Support for spells' TimeOfDay restrictions.
Kanras: Clerics can no longer bash.
Kanras: Vah Shir language no longer available at guildmasters.
Kanras: /shield functionality removed.
Kanras: Bard buff spell bonuses (stats, resists, movement speed, etc.) use stored instrument mod.

Content

Nilbog: X`Lottl brothers of Neriak Third Gate are primary faction 'TheDead'
Nilbog: Rashinda Elore will now properly respond about Zimel's blades. Fixed her face.
Nilbog: Iron Cudgel of the Clairvoyant will no longer fit in the Head slot.
Nilbog: Wandering sarnaks in the Overthere will now be only of the melee variety.
Nilbog: Sebilis scarabs have a greater chance of dropping gems.
Nilbog: Mosscovered Twig is now usable by PAL/SK until it is later nerfed to offhand only.
Nilbog: Unmuz Tukore will no longer discuss non-classicness.
Nilbog: Ran Flamespinner attacks goblins once again.
Nilbog: Mojax Hikspin's milk quest requires amiable faction.
Nilbog: 'Errand for Wolten' quest now rewards coin.
Nilbog: Eestyana Naestra now accepts the 'Note to Hall of Truth'. Fixed 'Paladin Message' quest
Nilbog: Tainted Gorilla removed. He will return for epics.
Nilbog: Froglok Tads added to Swamp of No Hope.
Nilbog: Increased the exp awarded from Captain Nedar's froglok tongue quest.
Nilbog: Day/Night cycle fixed for Mystic Dovan/Captain Nedar in Swamp of No Hope.
Nilbog: Crusaders in Swamp of No Hope will now act properly as guards.
Nilbog: sarnak courier will spawn more frequently.
Nilbog: Chief Rokgus area of Droga will have a greater chance of spawning the bodyguard and maddened burynai.
Nilbog: Warding Star now has the correct classic appearance.
Nilbog: Trakanon spawn time and variance adjusted.
Nilbog: Venril Sathir is now a 7 day spawn.
Rogean: Trak is still a 7 day spawn until we get more feedback/evidence supporting a 3 day spawn.
Nilbog: snakes in Butcherblock no longer assist each other.
Nilbog: Werewolves may rarely drop Lupine Runed Armband.
Nilbog: Zaharn's Coronet is now a 100% drop.
Nilbog: Firiona Vie guards will assist versus giants
Nilbog: Narex T`Vem's 'Fire Goblin Runner' quest fixed
Nilbog: Lozani's 'Illegible Scrolls' quest will now work in East Freeport.
Nilbog: Seafarer's Roost npcs will switch by daytime/nighttime, respectively.
Nilbog: Giz Dinree and Bait Masterson will switch by day/night.
Nilbog: rotting skeleton is slightly less rare.
Nilbog: Fixed Grim Oakfist spawn cycle. The tigers spawned from his quest now despawn if not killed within a day.
Nilbog: Updated Ged Twigborn's quests with correct text and faction rewards.
Nilbog: Groflah Steadirt, when in North Freeport, now accepts the tattered flier.
Nilbog: Varg Stonebelly will no longer spawn.
Nilbog: Squire Glik will drop Gleaming Short Sword 100% of the time.
Uthgaard: Moved Niv's Melody of Preservation particle effect to the soundless system
Uthgaard: Fixed a typo in Shadowbond that was causing the spell's recourse to give -125 charisma instead of -125 hp per tick
Uthgaard: Fixed a typo in Inspire Fear
Uthgaard: Implemented quest for the Glaive of Marltek, added flavor text to the drolvarg scavenger
Uthgaard: Scavenger will only spawn in the correct location and will be appropriately rare.
Uthgaard: Cleaned up spawngroups significantly throughout the Firiona Vie, added missing levels to npcs, added factions to venomous lampreys
Uthgaard: a goblin thief in warsliks woods will now drop the four poem pages
Uthgaard: Froglok Raiders in swamp of no hope will now drop the tome binder and the correct 9 pages
Uthgaard: Corrected drop rate for tiny glowing skulls
Uthgaard: Added correct warslikswood Rogue Shaman spawn point and loot, fixed spawngroups for iksar bandits and brigands
Uthgaard: Shrunken Goblin Skull Earring requires level 15 to cast
Uthgaard: Fixed Merchant list for Gaffin Deeppockets
Uthgaard: Reverted Knuckle Dusters icon to classic appearance
Uthgaard: Removed Burning Affliction focus from The Skull of Torture
Uthgaard: Egg Shaped Pumice buyback price reverted to classic
Uthgaard: Polished Obsidian Great Axe and Glaive of Marltek procs will calculate at the wielder's level
Uthgaard: Corrected Drake Mountainstorm's inventory
Uthgaard: Reverted all closed books to classic appearance
Uthgaard: Corrected Xalgozian Fang lootdrops
Uthgaard: Spell: Reckoning will now drop
Uthgaard: Lord Lyfyx of Burwood will now drop Dragon Scales (Xyfyl)
Uthgaard: Spell: Conjure Corpse no longer displays SHD as a usable class
Uthgaard: DB Overhaul & Research drops revised worldwide, all research items should drop now
Uthgaard/Kanras: Fix for CoTH & Others Requiring group members to target and also not needing LOS
Kanras: Fixed one of Droga -> Nurga zonelines putting player in GM box.
Kanras: Fixed Unswerving Hammer of Faith, Flaming Sword of Xuzl, Rage of Zomm pet attributes.
Kanras: Gem Encrusted Ring will no longer drop.
Kanras: Totem of the Warrior Spirit will drop in place of Totem of Wizened Spirits.
Kanras: Polyphenomal Axe will no longer drop.
Kanras: Ringed Mace of the Ykesha will no longer drop.
Kanras: Brokenskull Club will no longer drop.
Kanras: Unholy Coldstone added to goblin priest in Permafrost.
Kanras: Lots of work on skill caps.

ryandward
04-17-2011, 12:11 PM
That's a lot of fixes guys. Good job! Don't see anything about breeze though ;)

Lickum
04-17-2011, 12:16 PM
Your efforts are appreciated. Thank you all.

Gugmo ravesalot
04-17-2011, 12:17 PM
Kanras: Taunt will no longer work on mobs above 50

whats the thinking behind this ? i dont remember that being classic at all, i know there is a patch later into kunark to allow taunt to work on mobs of all levels but dont remember taunt not working on mobs above 50, thought it was just mobs of even con or above.

Hard enough to keep aggro sometimes as it is, nevermind without taunt.

Thanks for hard work guys, but how about giving us warriors a break :P

Ashimar
04-17-2011, 12:18 PM
With Gem Encrusted Ring no longer dropping, i predict the price of them will skyrocket. ;)

Lickum
04-17-2011, 12:21 PM
With Gem Encrusted Ring no longer dropping, i predict the price of them will skyrocket. ;)

Ringed mace of the ykesha as well.

Nedala
04-17-2011, 12:22 PM
Kanras: Taunt will no longer work on mobs above 50

whats the thinking behind this ? i dont remember that being classic at all, i know there is a patch later into kunark to allow taunt to work on mobs of all levels but dont remember taunt not working on mobs above 50, thought it was just mobs of even con or above.

Hard enough to keep aggro sometimes as it is, nevermind without taunt.

I was always told kunark is the expansion that allowed warriors to also taunt yellow mobs, kinda confused by this change too.

Anyway, thanks for all the work!

redghosthunter
04-17-2011, 12:23 PM
As always, great job. A VIP back room dance is on me :)

pasi
04-17-2011, 12:24 PM
No breeze? :(

Zanti
04-17-2011, 12:25 PM
Code


Kanras: Taunt will no longer work on mobs above 50



Will the agro on tash, malosi and root no longer be so abnormally high to compensate?

metax
04-17-2011, 12:25 PM
Taunt was out of left field. Whats that about?

Zereh
04-17-2011, 12:26 PM
Rogean: The /target command now requires line of sight.

hmmm, welcome to CR hell ?

Elissa
04-17-2011, 12:29 PM
Kanras: Pets will no longer automatically dual wield at a certain level.


Noooo Kobaber whyyy

Divarin
04-17-2011, 12:31 PM
aye lots of fixes, but still don't see anything about scale of wolf, druid spell that requires lvl 255

Grizzled
04-17-2011, 12:32 PM
Lots of critical fixes in there, good job guys! Maybe now we can work on sk quest fixes:D

Daldaen
04-17-2011, 12:33 PM
aye lots of fixes, but still don't see anything about scale of wolf, druid spell that requires lvl 255

Or more importantly level 1-50 magic DoTs stacking with Winged Death :P.

But yea lots of good fixes in this one.

Ingrum
04-17-2011, 12:33 PM
Kanras: Taunt will no longer work on mobs above 50

Whaaaaaaat? Good thing clerics are starting to get their 96% rez!

Nuggie
04-17-2011, 12:33 PM
yes, good job guys!:cool:

Wutno
04-17-2011, 12:34 PM
Rogean: The /target command now requires line of sight. This is not classic. I'm curious as to the reasons behind this.

Wutno~

Randy
04-17-2011, 12:34 PM
Kanras: Taunt will no longer work on mobs above 50

whats the thinking behind this ? i dont remember that being classic at all, i know there is a patch later into kunark to allow taunt to work on mobs of all levels but dont remember taunt not working on mobs above 50, thought it was just mobs of even con or above.

Hard enough to keep aggro sometimes as it is, nevermind without taunt.

Thanks for hard work guys, but how about giving us warriors a break :P

Patch: Nov. 15, 2000
"-- Taunt: Increased effectiveness above level 50. Previously, creatures
above level 50 could not be taunted by means of the taunt skill."

http://everquest.allakhazam.com/history/patches-2000-2.html

So you'll have it back in like 5 months if they're directly following the time-line.

Lloen
04-17-2011, 12:35 PM
Two things:

One: When will Breeze be back?

Two: When does serv come back up? I'm out of the loop ;D

Rogean
04-17-2011, 12:35 PM
http://www.tski.co.jp/baldio/patch/20001115.html

Taunt: Increased effectiveness above level 50. Previously, creatures above level 50 could not be taunted by means of the taunt skill. Now, most creatures below the character's level can now be successfully taunted. As a note, the chance to taunt a creature above 50th level is smaller than that of a creature below 50th.

ride the spiral
04-17-2011, 12:35 PM
.

Rogean
04-17-2011, 12:36 PM
/target has always required line of sight unless you used macroquest.. Even to this day on live. Any cleric can tell you how much a pain in the ass it was to target a new tank if they were hiding behind a wall from AE's and whatnot. It never worked to /target mobs and players through the floor like people are doing right now in sebilis.

Seaweedpimp
04-17-2011, 12:38 PM
Tons of fixes! nothing for shadowbond though? Im soooo tired of seeing other necros use this spell. Its broken beyond your wildest wishes, but some still think its working as intended..

Beauregard
04-17-2011, 12:40 PM
Uthgaard: Fixed a typo in Shadowbond that was causing the spell's recourse to give -125 charisma instead of -125 hp per tick

Seaweedpimp
04-17-2011, 12:43 PM
Yes!

I didnt see that. Thanks.

Shiftin
04-17-2011, 12:44 PM
If you didn't want us in VP yet because it's not ready, just say so. There is plenty more evidence of trak being a 3 day spawn beyond the plethora of links already posted in multiple threads. We assumed all of that was enough evidence since you guys gave no inclination you weren't convinced until 30 minutes ago and Nilbog agreed with the 3 day spawn evidence a week ago.

Burnished wooden stave drop rate was noted as a resolved issue to go in this fix but isn't in patch notes. Did it miss the patch or the notes?

Gugmo ravesalot
04-17-2011, 12:46 PM
right ok thanks for clearing that up with taunt, not good news for tanks, but a fix on the proc aggro of the blade of black dragon eye and i wouldnt mind so much ;)

Loly Taa
04-17-2011, 12:47 PM
Actually, now that it's been brought up about Trak's spawn time being 3d, I think I can very clearly remember it being so. The reason I understood Trak being such a quick spawn at the time was because he was the bottleneck for VP keys. I'll do my best to post below different links to hopefully back this up..


Here's a 2001 post on monkly saying he's a 3d spawn;
http://www.monkly-business.net/forums/archive/index.php/t-8845.html

and here's a very old Alla post talking about his spawn time, basically the first post on Alla talking about his respawn;
http://liveweb.waybackmachine.org/http://eqbeastiary.allakhazam.com/search.shtml?id=4503&mid=98690224998101
you can also see the full page here;
http://replay.waybackmachine.org/20010607013115/http://eqbeastiary.allakhazam.com/search.shtml?id=4503

Rais
04-17-2011, 12:47 PM
If you didn't want us in VP yet because it's not ready, just say so. There is plenty more evidence of trak being a 3 day spawn beyond the plethora of links already posted in multiple threads. We assumed all of that was enough evidence since you guys gave no inclination you weren't convinced until 30 minutes ago and Nilbog agreed with the 3 day spawn evidence a week ago.

The fact that trak _can_ even be killed right now should tell you otherwise.

odizzido
04-17-2011, 12:48 PM
haha oh man poor warriors.

Uthgaard
04-17-2011, 12:48 PM
Uthgaard: DB Overhaul & Research drops revised worldwide, all research items should drop now
Uthgaard/Kanras: Fix for CoTH & Others Requiring group members to target and also not needing LOS

2 Others. Also, Breeze isn't supposed to be in yet. In one of the 5 threads on the topic, you'll find someone who posted the details.

Lloen
04-17-2011, 12:49 PM
Uthgaard: DB Overhaul & Research drops revised worldwide, all research items should drop now
Uthgaard/Kanras: Fix for CoTH & Others Requiring group members to target and also not needing LOS

2 Others. Also, Breeze isn't supposed to be in yet. In one of the 5 threads on the topic, you'll find someone who posted the details.


Oooh, alright man. Thanks for that.

Ingrum
04-17-2011, 12:54 PM
haha oh man poor warriors.

Poor casters =P

Rais
04-17-2011, 12:56 PM
I have this tash stick for sale, only 60k now!

Rogean
04-17-2011, 12:59 PM
If I didn't want you in VP I would have done exactly what I already did.. made the zone unaccessible because it's not being booted. It will be that way until I get an ok from the content team.

Galvatar
04-17-2011, 01:00 PM
Kanras: Pets will no longer automatically dual wield at a certain level.

WTF?

BrandeX
04-17-2011, 01:01 PM
/target has always required line of sight unless you used macroquest.. Even to this day on live. Any cleric can tell you how much a pain in the ass it was to target a new tank if they were hiding behind a wall from AE's and whatnot. It never worked to /target mobs and players through the floor like people are doing right now in sebilis.

I used to always /target corpses in walls and the floor on live, is that w/o line of site or will it still work?

Daldaen
04-17-2011, 01:03 PM
Actually, now that it's been brought up about Trak's spawn time being 3d, I think I can very clearly remember it being so. The reason I understood Trak being such a quick spawn at the time was because he was the bottleneck for VP keys. I'll do my best to post below different links to hopefully back this up..


Here's a 2001 post on monkly saying he's a 3d spawn;
http://www.monkly-business.net/forums/archive/index.php/t-8845.html

and here's a very old Alla post talking about his spawn time, basically the first post on Alla talking about his respawn;
http://liveweb.waybackmachine.org/http://eqbeastiary.allakhazam.com/search.shtml?id=4503&mid=98690224998101
you can also see the full page here;
http://replay.waybackmachine.org/20010607013115/http://eqbeastiary.allakhazam.com/search.shtml?id=4503

http://afterlifeguild.org/dkp.cgi?g=WoW&history=Thott&sort=date&start=8600

The day spread between Trakanon entries is a spread of 3-4 days on his DKP list.

150 2000-07-21 1.00 0.00 Trakanon 1 13.33 2.4 15.73
149 2000-07-17 1.00 0.00 Trakanon 1 12.33 2.4 14.73
148 2000-07-14 1.00 0.00 Trakanon 1 11.33 2.4 13.73
147 2000-07-14 -20.00 0.00 Trakanon Singing Steel Breat Plate -20 10.33 2.4 12.73
146 2000-07-09 1.00 0.00 Trakanon 1 30.33 2.4 32.73
145 2000-07-06 1.00 0.00 Trakanon 1 29.33 2.4 31.73

Is a small sample... I doubt that was a chain of 4 or 5 server resets to keep respawning him at 3 day intervals.

PureLo
04-17-2011, 01:05 PM
wow as if taunt wasn't broken enough already, totally taking it away for this new content is pretty garbsauce... why even have the ability at all or why have tanks to begin with?

Loly Taa
04-17-2011, 01:07 PM
http://afterlifeguild.org/dkp.cgi?g=WoW&history=Thott&sort=date&start=8600

The day spread between Trakanon entries is a spread of 3-4 days on his DKP list.

150 2000-07-21 1.00 0.00 Trakanon 1 13.33 2.4 15.73
149 2000-07-17 1.00 0.00 Trakanon 1 12.33 2.4 14.73
148 2000-07-14 1.00 0.00 Trakanon 1 11.33 2.4 13.73
147 2000-07-14 -20.00 0.00 Trakanon Singing Steel Breat Plate -20 10.33 2.4 12.73
146 2000-07-09 1.00 0.00 Trakanon 1 30.33 2.4 32.73
145 2000-07-06 1.00 0.00 Trakanon 1 29.33 2.4 31.73

Is a small sample... I doubt that was a chain of 4 or 5 server resets to keep respawning him at 3 day intervals.

Agreed, this was the next place I was gonna look for info. The DKP wouldn't lie, and it goes back further than any of the other info we have.

Rogean
04-17-2011, 01:08 PM
http://afterlifeguild.org/dkp.cgi?g=WoW&history=Thott&sort=date&start=8600

The day spread between Trakanon entries is a spread of 3-4 days on his DKP list.

150 2000-07-21 1.00 0.00 Trakanon 1 13.33 2.4 15.73
149 2000-07-17 1.00 0.00 Trakanon 1 12.33 2.4 14.73
148 2000-07-14 1.00 0.00 Trakanon 1 11.33 2.4 13.73
147 2000-07-14 -20.00 0.00 Trakanon Singing Steel Breat Plate -20 10.33 2.4 12.73
146 2000-07-09 1.00 0.00 Trakanon 1 30.33 2.4 32.73
145 2000-07-06 1.00 0.00 Trakanon 1 29.33 2.4 31.73

Is a small sample... I doubt that was a chain of 4 or 5 server resets to keep respawning him at 3 day intervals.

Have to consider bard epic spawns as well.

splitshine
04-17-2011, 01:11 PM
Just wanted to say cheers for the update.

Loly Taa
04-17-2011, 01:13 PM
Have to consider bard epic spawns as well.

I don't think epic spawns were in until after the epics were already out? Originally when epics were put in people QQ"d about a lot of pieces being on long spawns that other guilds had locked down so they revamped it at some point to make it easier.

Hildy
04-17-2011, 01:14 PM
Just wanted to say cheers for the update.

ditto

ryandward
04-17-2011, 01:20 PM
Uthgaard: DB Overhaul & Research drops revised worldwide, all research items should drop now
Uthgaard/Kanras: Fix for CoTH & Others Requiring group members to target and also not needing LOS

2 Others. Also, Breeze isn't supposed to be in yet. In one of the 5 threads on the topic, you'll find someone who posted the details.



http://www.project1999.org/forums/showthread.php?t=30743&page=6
Haha. Not reading 6 pages about Breeze, but if all this is about it being sold?

Next patch.

Server can't be magically patched without coming down.

Shiftin
04-17-2011, 01:22 PM
if you go through the LOS archives, they killed trak almost like clockwork every 3 days as well for a few months.

daddysport
04-17-2011, 01:23 PM
Anyone else having issues logging in? When I get the server select screen there isn't a list of servers to select from. Ok what am I missing?

Marcq
04-17-2011, 01:28 PM
Anyone else having issues logging in? When I get the server select screen there isn't a list of servers to select from. Ok what am I missing?

That the server is still down?

Ardenya
04-17-2011, 01:30 PM
Kanras: Pets will no longer automatically dual wield at a certain level.

Can any of you master mages give any ore insight on this? If pets wont DW automatically, how to get them to DW? Does that mean without weapons only or will pets dont DW at all?

Lloen
04-17-2011, 01:31 PM
Can any of you master mages give any ore insight on this? If pets wont DW automatically, how to get them to DW? Does that mean without weapons only or will pets dont DW at all?

I believe that it might have cloned weapons at some point to dual wield, but now you have to actually provide two weapons. Not sure on this, but it's possible.

Shizzam
04-17-2011, 01:32 PM
Can any of you master mages give any ore insight on this? If pets wont DW automatically, how to get them to DW? Does that mean without weapons only or will pets dont DW at all?

Its not that big of a deal for us mages, since we can summon or own weapons to give to the pet, necros on the other hand wont have this advantage

Daeminff7
04-17-2011, 01:35 PM
Well before this patch - at least according to the p1999 wiki - mage pets began dual wielding innately at 39, thus before you gave them weapons. This was helpful because you could chain summon pets mana efficiently without having to resummon weps ever time to get your elemental to DW.
So, we'll have to see how this change effects soloing tactics on the mage, I doubt it matters much for the necro as they generally are agro/fear kiting in which the pet does not take damage/have to be chain summoned.

Qwinny
04-17-2011, 01:43 PM
Its not that big of a deal for us mages, since we can summon or own weapons to give to the pet, necros on the other hand wont have this advantage

Or early to mid level enchanters before charm becomes even close to a reasonable idea.

Xebarsis
04-17-2011, 01:45 PM
Burnished wooden stave drop rate was noted as a resolved issue to go in this fix but isn't in patch notes. Did it miss the patch or the notes?

This. I've grouped for the equivalent of 36 hours in Chardok and I've only seen one Burnished Wooden Staff so far.

Daldaen
04-17-2011, 01:46 PM
Have to consider bard epic spawns as well.

Okay, but Epics went in, 6 months after Kunark release?

- Epic quests are introduced (Sept. 19)

The dates of those 3-4 day spread DKP entries are in July, 2 months before epics were introduced.

ukaking
04-17-2011, 01:48 PM
I also didnt see the fix for the warrior pike quest #4 go in, but Im assuming it did since it said fixed pending update on the bug forums...

nymphloa
04-17-2011, 01:51 PM
This. I've grouped for the equivalent of 36 hours in Chardok and I've only seen one Burnished Wooden Staff so far.

Got one for a friend in EC the other night...took me all of 1 hour of looking...

Peace!

Slave
04-17-2011, 01:53 PM
Well before this patch - at least according to the p1999 wiki - mage pets began dual wielding innately at 39, thus before you gave them weapons. This was helpful because you could chain summon pets mana efficiently without having to resummon weps ever time to get your elemental to DW.
So, we'll have to see how this change effects soloing tactics on the mage, I doubt it matters much for the necro as they generally are agro/fear kiting in which the pet does not take damage/have to be chain summoned.

This change basically takes down a mage's dps by about 40% while chain summoning, something that is pretty much essential on high-hp and damage kunark mobs. It's a gigantic nerf.

Shiftin
04-17-2011, 01:54 PM
Got one for a friend in EC the other night...took me all of 1 hour of looking...

Peace!

The drop was already confirmed broken, i'm just asking if the fix got made.

Bones
04-17-2011, 01:57 PM
Kanras: Pets will no longer automatically dual wield at a certain level.

Whaaaat?

Slave
04-17-2011, 01:58 PM
Whaaaat?

I have no idea; I've been looking and so far found nothing that would support this change.

nymphloa
04-17-2011, 02:01 PM
The drop was already confirmed broken, i'm just asking if the fix got made.

Eeeer yup did not really make my point clear bro, my bad. Was just saying peeps got them rotting in there banks was all...I had a good few offers for them during and since then.

Evergrind..Evercamp...You know you love them long ass key quests ;)

Peace!

Kraftwerk
04-17-2011, 02:01 PM
Kanras: Pets will no longer automatically dual wield at a certain level.



Does anyone have the source for why this change was made? Anything I've ever read anywhere lists Magician Pets as always being able to innately dual wield at lvl 39 spell and up. Did they remove the ability for a bit then give it back to Mages?

Intricus
04-17-2011, 02:03 PM
wow as if taunt wasn't broken enough already, totally taking it away for this new content is pretty garbsauce... why even have the ability at all or why have tanks to begin with?

Less QQ, more Poo-Poo baby....Whoo! Glad Ima enchanter an' not a meatshield. I do Koake Kaaaaine!

Xzerion
04-17-2011, 02:03 PM
Okay, but Epics went in, 6 months after Kunark release?

- Epic quests are introduced (Sept. 19)

The dates of those 3-4 day spread DKP entries are in July, 2 months before epics were introduced.

President
04-17-2011, 02:05 PM
Taunt wouldn't matter if aggro was fixed. It's been awesome picking and leveling up a warrior to tank zero bosses because of aggro issues.

Intricus
04-17-2011, 02:05 PM
If you didn't want us in VP yet because it's not ready, just say so. There is plenty more evidence of trak being a 3 day spawn beyond the plethora of links already posted in multiple threads. We assumed all of that was enough evidence since you guys gave no inclination you weren't convinced until 30 minutes ago and Nilbog agreed with the 3 day spawn evidence a week ago.

Burnished wooden stave drop rate was noted as a resolved issue to go in this fix but isn't in patch notes. Did it miss the patch or the notes?

Woooo, sombody sounds mad!

Lostprophets
04-17-2011, 02:08 PM
Kanras: Taunt will no longer work on mobs above 50


Say Wuuuuuut?! :eek:

There goes the neighborhood ..and clerics/enchanters.

Trax
04-17-2011, 02:09 PM
Kanras: Taunt will no longer work on mobs above 50

whats the thinking behind this ? i dont remember that being classic at all, i know there is a patch later into kunark to allow taunt to work on mobs of all levels but dont remember taunt not working on mobs above 50, thought it was just mobs of even con or above.

Hard enough to keep aggro sometimes as it is, nevermind without taunt.

Thanks for hard work guys, but how about giving us warriors a break :P

Kunark was released on April 24, 2000.

"NOVEMBER 15, 2000

# Taunt: Increased effectiveness above level 50. Previously, creatures above level 50 could not be taunted by means of the taunt skill. Now, most creatures below the character's level can now be successfully taunted. As a note, the chance to taunt a creature above 50th level is smaller than that of a creature below 50th."

yaaaflow
04-17-2011, 02:12 PM
Does anyone have the source for why this change was made? Anything I've ever read anywhere lists Magician Pets as always being able to innately dual wield at lvl 39 spell and up. Did they remove the ability for a bit then give it back to Mages?

Welp guess it's back to having a spare backpack to fill up with summoned daggers. Tougher to do whilst chainpetting now that you can't give your pets stuff while they're fighting though.

Back to getting bugged by other pet classes for weapons on raids too, weee.

Brewquest
04-17-2011, 02:13 PM
I'm curious about why the patch/update was done on a Sunday. Aren't weekends primetime?
BTW, I want BREEZE! Also, why are chanter debuffs generating so much hate?

Kraftwerk
04-17-2011, 02:14 PM
Welp guess it's back to having a spare backpack to fill up with summoned daggers. Tougher to do whilst chainpetting now that you can't give your pets stuff while they're fighting though.

Back to getting bugged by other pet classes for weapons on raids too, weee.

Well I'm more curious where the source for this change is. I'd like to read about it. I played a Magician from 2001 - 2003 and only remember giving my pet weapons for procs, never to necessitate a dual wield. And everything I find on Allakhazam, EQSummoners, random other forums all list Mage pets as innately dual wielding post lvl 39 spell.

Now shaman pets are another story....

Jify
04-17-2011, 02:15 PM
Does anyone have the source for why this change was made? Anything I've ever read anywhere lists Magician Pets as always being able to innately dual wield at lvl 39 spell and up. Did they remove the ability for a bit then give it back to Mages?

I remember insta duel wield after lvl 39 as well. I don't think this change was warranted, however, I do trust that the GMs did proper homework prior to renerfing magician pets.

That being said, it's been confirmed by developers that they are NOT going to increase pet power despite classic timelines and patches. This was evident in things like the "pets use weapon delay", "sword of runes procs on all mobs", etc. not being implemented on this server.

Pets are incredibly strong as is I agree that developers shouldn't be going out of their way to increase pet power over other pressing matters. However, a 40% blow to mage DPS is quite substantial....

Anyway, let's ride it out and see where it came from! Like I said earlier, the GMs do their homework prior to nerfs and patches. I'm sure Nilbog will follow up shortly with a quote from a reliable source. :)

Hobby
04-17-2011, 02:16 PM
Pet's require weapons now for duel-weilding to take effect.

Uthgaard
04-17-2011, 02:16 PM
This change basically takes down a mage's dps by about 40% while chain summoning, something that is pretty much essential on high-hp and damage kunark mobs. It's a gigantic nerf.

Too bad so sad. Chain petting was extremely overpowered.

Trapp
04-17-2011, 02:17 PM
Let's hope for Zoolex (or however that was spelled) that he didn't sell his GER right away.

Kraftwerk
04-17-2011, 02:17 PM
I remember insta duel wield after lvl 39 as well. I don't think this change was warranted, however, I do trust that the GMs did proper homework prior to renerfing magician pets.

That being said, it's been confirmed by developers that they are NOT going to increase pet power despite classic timelines and patches. This was evident in things like the "pets use weapon delay", "sword of runes procs on all mobs", etc. not being implemented on this server.

Pets are incredibly strong as is I agree that developers shouldn't be going out of their way to increase pet power over other pressing matters. However, a 40% blow to mage DPS is quite substantial....

Anyway, let's ride it out and see where it came from! Like I said earlier, the GMs do their homework prior to nerfs and patches. I'm sure Nilbog will follow up shortly with a quote from a reliable source. :)

I'm totally fine with pets using weapon delay, and the sword of runes thing. I supported that. All I am curious for is the documentation supporting this change so I can view it as I do not remember it happening ever when I played. It affects Magician soloing tremendously to the point where I may have to *gasp* go LFG.

Jify
04-17-2011, 02:17 PM
Also...

Kanras: Mistwalker pets will now depop after one round of combat.

Translation: Zilo is now nerfed.

anotherfiz
04-17-2011, 02:21 PM
Have to consider bard epic spawns as well.

No. no. no. no.


Epics were not in the game yet.

Really?

Kraftwerk
04-17-2011, 02:25 PM
From Allakhazam (albeit 08-14-2004) (http://everquest.allakhazam.com/db/classes.html?class=12&mid=1091698346809043974&page=1)



"Your level 24 pets can dual wield if you give them 2 one handed weapons. At level 39 they'll dual wield with or without weapons in their hands. "


From magecompendium mirror site eq summoners underneath one of the pet's info (Albeit from 2004-2005 as well) (http://www.xalmat.com/eqsummoners.com-old/eq1index.html):

"Level 39 - Lesser Summoning: Fire

New Ability: Dual Wield Without Weapons"


So is the removal of pet dual wield something that is then added again later? And if so, when was this removed on the original timeline and when was it added again on the original timeline, since pet's do have the ability to dual wield innately going into post-Kunark era.

canardvc
04-17-2011, 02:26 PM
Kanras: Fixed charmed pets not being attacked by nearby mobs with same primary faction.
Woaaaaaaaaaaaaaaaaaaaaaaah ! Charm kiting is back in ! <3

Lazortag
04-17-2011, 02:27 PM
For those of you who continue to use the most unfathomably shitty evidence that Trak was a 3 day spawn:

http://www.project1999.org/forums/showpost.php?p=262035&postcount=25

http://www.project1999.org/forums/showpost.php?p=262818&postcount=27

tldr: There are probably errors or patch day repops on that page not accounted for. See this:


edit: if you look through earlier pages, you can find "evidence" that Venril Sathir was a 3-4 day spawn, too - there's a VS spawn on May 10th, 14th, 18th, 22nd, 25th, and again another on the 25th (this is all in 2000). Would you look at this and seriously believe that VS was on a 3 day timer after reading that?

I'm willing to believe that my interpretation of the evidence is wrong, but not until somebody actually responds to my post instead of just bringing up the same evidence I've already refuted.

Jify
04-17-2011, 02:27 PM
Woaaaaaaaaaaaaaaaaaaaaaaah ! Charm kiting is back in ! <3

WOoo Didn't even notice that! Hellz yes! Swarm kiting! :D

spiritsofrock
04-17-2011, 02:31 PM
when does patch end?

Innovative
04-17-2011, 02:32 PM
Thanks for all the hard work you guys!

Lazortag
04-17-2011, 02:32 PM
WOoo Didn't even notice that! Hellz yes! Swarm kiting! :D

That's not what the fix does. Sorry to burst everyone's bubble, but the bug was that KOS mobs would totally ignore like-factioned charmed pets. Swarm kiting is a different (though related) issue. I even asked.

Dagner
04-17-2011, 02:32 PM
I want to prelude what I'm about to say with I'm very thankful for all the hard work you Devs put into the game to make it an enjoyable place.

With that being said, the nerf to warrior taunt wouldn't be such a big deal if the agro for them was different. Any warrior (and yes, if you played during the actual release of kunark, you would know this without a doubt) use to be able to use weapons like lamentations, jade maces etc to hold agro just fine.

If you take warrior taunt away (what limited agro they have now besides relying on proc'ing weapons) they will become horrid.

I think everyone can agree that if you're going to go by the book and take away taunt like this (which is totally acceptable and understandable) then please look into (asap) getting warriors back on par agro-wise with being able to tank without the reliance on proc'ing weapons.

Trystych
04-17-2011, 02:33 PM
Pets do need to be nerfed, both summoned and charmed versus raid targets, their performance against creatures you would xp on is far more on par.

I think the issue has to do with AC and level difference calculations not performing as they would be expected to. During kunark the AC advantage of the statless armor pieces were sufficient for players to equip and use them, where here players are going with planar armor for the hp/stats.

The NPCs are suffering from this too. When fighting a raid target they generally have significantly higher AC, and in the case of some targets a level advantage over players. The combo effect of say trakanon, who is 20 levels higher than most pets and 12-15 higher than charmed pets, with better AC than your standard xp target should not be getting hit for anywhere near moderate damage by low level entities (pets and players).

Instead of seeing several misses, hits for 1's, and 10's, we are seeing higher damage than that on the case of summoned pets.

I have no easy answers on how this could be fixed, but it would be a more targeted approach to nerfing pets where they need to be nerfed. We currently have pets holding agro worse than they should, and now not dual wielding which affects the xp scene in order to nerf their raid usefulness.

Trapp
04-17-2011, 02:36 PM
Btw check this for old patch notes. http://www.waringmcmarrin.com/?page_id=50

Jify
04-17-2011, 02:37 PM
That's not what the fix does. Sorry to burst everyone's bubble, but the bug was that KOS mobs would totally ignore like-factioned charmed pets. Swarm kiting is a different (though related) issue. I even asked.

Damn. I was all happy. 8(

Denzal
04-17-2011, 02:37 PM
From Allakhazam (albeit 08-14-2004) (http://everquest.allakhazam.com/db/classes.html?class=12&mid=1091698346809043974&page=1)



"Your level 24 pets can dual wield if you give them 2 one handed weapons. At level 39 they'll dual wield with or without weapons in their hands. "


From magecompendium mirror site eq summoners underneath one of the pet's info (Albeit from 2004-2005 as well) (http://www.xalmat.com/eqsummoners.com-old/eq1index.html):

"Level 39 - Lesser Summoning: Fire

New Ability: Dual Wield Without Weapons"


So is the removal of pet dual wield something that is then added again later? And if so, when was this removed on the original timeline and when was it added again on the original timeline, since pet's do have the ability to dual wield innately going into post-Kunark era.

I remember pets dual wielding in kunark without having to give them items

Kraftwerk
04-17-2011, 02:40 PM
Btw check this for old patch notes. http://www.waringmcmarrin.com/?page_id=50

Thank you, question answered. Went into the patch notes here and found exactly what I was looking for:

November 29th, 2000 3:00 AM -

"- Higher level Magician, Necromancer, and Shadowknight pets now have
the ability to dual-wield without being handed weapons. The calculation
used to determine whether or not this ability exists takes several
things into account, but for the most part 39th level and above summons
(higher for the Shadowknight) will have this ability. It is possible
that you could get a “good” 34th level pet that will, or a “bad” 39th
level pet that will not have this ability. "

So basically pets are given this ability back 7 months after Kunark release. Meaning our pets will be able to dual wield innately again in about October here on P1999.

Slave
04-17-2011, 02:42 PM
Too bad so sad. Chain petting was extremely overpowered.

It was so overpowered that I was almost able to match group experience while solo.

Splorf22
04-17-2011, 02:43 PM
I played a mage on live and I always seem to remember giving my pet weapons. Although that was a LONG time ago and the abovementioned sword of runes bug made for some decent extra damage. IIRC I was still able to solo the Allizewsaurus in OOT by chaining the 49th earth pet and Lava Shield.

If any class gets the beat down in this patch though its clearly enchanters. Every time we mez a >50 mob we have to memblur or root now, and both of those options suck: even paralyzing earth barely lasts at all on ~50 mobs, and even recurring amnesia only works 85% of the time and has a 30 second recast. Not to mention when charm breaks I am usually at the top of the hitlist (I've done the parsing and rogues and monks do outdamage the pet, but they are evading/fd'ing), so without taunt that's basically a 'pray for color slant' scenario.

Speaking of charm, the duration is reduced in this patch, although I don't know whether its a large or small change. Seeing as how Haynar said charm has been completely recoded from live (I read the eqemu code and charisma is worthless there among other things) this is pretty much a developer decision and I'm not sure why they changed their minds. One enchanter claimed that people were charming nameds and owning the zone with them, but its kind of hard for me to believe that. I tried charming the King once and he was only able to kill about 3 of his guards before dying (berserker spirit came too late and cost me a Crown of Froglok Kings!) Should enchanters be able to solo the king room in Guk? Probably not.

But that won't be a problem any more, because I see 'Critical Resists for Lull' changed. IIRC on live Harmony and Lull were all worthless because Sony realized that the ability to fight mobs one at a time made the game about 30 times easier. So while I understand this is classic, I don't understand why it wasn't done a year ago.

So over the past month my poor enchanter is a shell of his former self. Some of the changes are unquestionably classic but its going to be hard being a buffbot. Unfortunately I think part of the problem is that when you design a game to be hard, with the monsters stronger than the players, then by definition you cannot include cool abilities which significantly manipulate the super-powered mobs.

Gugmo ravesalot
04-17-2011, 02:43 PM
I want to prelude what I'm about to say with I'm very thankful for all the hard work you Devs put into the game to make it an enjoyable place.

With that being said, the nerf to warrior taunt wouldn't be such a big deal if the agro for them was different. Any warrior (and yes, if you played during the actual release of kunark, you would know this without a doubt) use to be able to use weapons like lamentations, jade maces etc to hold agro just fine.

If you take warrior taunt away (what limited agro they have now besides relying on proc'ing weapons) they will become horrid.

I think everyone can agree that if you're going to go by the book and take away taunt like this (which is totally acceptable and understandable) then please look into (asap) getting warriors back on par agro-wise with being able to tank without the reliance on proc'ing weapons.

letsdance
04-17-2011, 02:50 PM
of course they never said so, but i always considered the taunt for mobs above 50 a bugfix. they simply forgot to remove that cap from the game when they made kunark and then fixed it.

Loly Taa
04-17-2011, 02:52 PM
Have to consider bard epic spawns as well.

The first mention of An Undead Bard on ZAM isn't until April 19th, 2001

http://replay.waybackmachine.org/20020703091627/http://eqbeastiary.allakhazam.com/search.shtml?id=6415

Ahhh here we go. Epic quests were modified in this patch;
http://www.tski.co.jp/baldio/patch/20010314.html

March 14th, 2001

Epic Quests:

As part of the Plane updates, we've made several adjustments to Epic quests for a number of classes. Previously, questers of many classes were put in direct competition with regular non-questing adventurers for a few coveted
spawns. In these cases, a new step has been added to separate the "Epic Encounter" NPCs from the "Epic Quest" NPCs.

For those who are mid-quest, all quest requirements have remained the same. In other words, if you turn the same items into the same NPC, the same reward applies. What has changed is that some components may be in a different location from where you expect them. It is recommended that you check with the last NPC in line or other adventurers to find where you need to go next.

The Undead Bard did not exist until this time, March 14th, 2001- so, by this logic we can know that Trak was a 3 day spawn because when those DKP logs were made there was no such thing as An Undead Bard, this is backed up by it not showing up on Alla until April of 2001, and by the patch notes I've posted above.

Shiftin
04-17-2011, 02:59 PM
I'm willing to believe that my interpretation of the evidence is wrong, but not until somebody actually responds to my post instead of just bringing up the same evidence I've already refuted.

I'm trying not to go to R&F levels but you haven't refuted anything. You've pointed out that EQ had a lot of patches. We know.

You can also use the LOS archives since those were updated almost daily by tiggle during kunark / velious. You can also look at all of the EQ class boards that are still archived / running (some of which have been linked to in the bugs section). You also have a boatload of us who actually killed Trak on live during the kunark time frame.

All of these things point to trak as a 3 day timer. None of these things or any concrete evidence points to trak as a 7 day timer.

Lazortag
04-17-2011, 03:00 PM
The first mention of An Undead Bard on ZAM isn't until April 19th, 2001

http://replay.waybackmachine.org/20020703091627/http://eqbeastiary.allakhazam.com/search.shtml?id=6415

Ahhh here we go. Epic quests were modified in this patch;
http://www.tski.co.jp/baldio/patch/20010314.html

March 14th, 2001

Epic Quests:

As part of the Plane updates, we've made several adjustments to Epic quests for a number of classes. Previously, questers of many classes were put in direct competition with regular non-questing adventurers for a few coveted
spawns. In these cases, a new step has been added to separate the "Epic Encounter" NPCs from the "Epic Quest" NPCs.

For those who are mid-quest, all quest requirements have remained the same. In other words, if you turn the same items into the same NPC, the same reward applies. What has changed is that some components may be in a different location from where you expect them. It is recommended that you check with the last NPC in line or other adventurers to find where you need to go next.

The Undead Bard did not exist until this time, March 14th, 2001- so, by this logic we can know that Trak was a 3 day spawn because when those DKP logs were made there was no such thing as An Undead Bard, this is backed up by it not showing up on Alla until April of 2001, and by the patch notes I've posted above.

http://www.project1999.org/forums/showpost.php?p=267937&postcount=84

Lazortag
04-17-2011, 03:01 PM
I'm trying not to go to R&F levels but you haven't refuted anything. You've pointed out that EQ had a lot of patches. We know.

You can also use the LOS archives since those were updated almost daily by tiggle during kunark / velious. You can also look at all of the EQ class boards that are still archived / running (some of which have been linked to in the bugs section). You also have a boatload of us who actually killed Trak on live during the kunark time frame.

All of these things point to trak as a 3 day timer. None of these things or any concrete evidence points to trak as a 7 day timer.

This shows you didn't read my post. Actually read it, please. Specifically the last part I quoted.

Lostprophets
04-17-2011, 03:01 PM
I want to prelude what I'm about to say with I'm very thankful for all the hard work you Devs put into the game to make it an enjoyable place.

With that being said, the nerf to warrior taunt wouldn't be such a big deal if the agro for them was different. Any warrior (and yes, if you played during the actual release of kunark, you would know this without a doubt) use to be able to use weapons like lamentations, jade maces etc to hold agro just fine.

If you take warrior taunt away (what limited agro they have now besides relying on proc'ing weapons) they will become horrid.

I think everyone can agree that if you're going to go by the book and take away taunt like this (which is totally acceptable and understandable) then please look into (asap) getting warriors back on par agro-wise with being able to tank without the reliance on proc'ing weapons.

Amen.

Knightmare
04-17-2011, 03:10 PM
Well I'm more curious where the source for this change is. I'd like to read about it. I played a Magician from 2001 - 2003 and only remember giving my pet weapons for procs, never to necessitate a dual wield.

One aspect to remember is that what we remember may be from 1 point in time and not fit with the current time frame from this patch. Also, I "remember" a lot of things that research has proven me wrong about lol.

There's also a list in another post (I'll look for it) and this link (http://www.project1999.org/forums/showthread.php?t=29778&highlight=dual+wield) where the pet abilities were listed on these forums (for Necro pets) and dual wield was not among the innate abilities until the higher lvls.

Thanks for all the fixes guys, massive amount of stuff in here.. and all while you held an event in Gfay and got annoyed by some fool Necromancer :p

Rogean
04-17-2011, 03:11 PM
In the whole mess of figuring out what was causing the issues, I sneaked in an exception for corpses in the target line of sight check.

Loly Taa
04-17-2011, 03:16 PM
In the whole mess of figuring out what was causing the issues, I sneaked in an exception for corpses in the target line of sight check.

Thanks much! I remember corpses always being /targetable, but you're right about players not being.

Elissa
04-17-2011, 04:06 PM
Thank you, question answered. Went into the patch notes here and found exactly what I was looking for:

November 29th, 2000 3:00 AM -

"- Higher level Magician, Necromancer, and Shadowknight pets now have
the ability to dual-wield without being handed weapons. The calculation
used to determine whether or not this ability exists takes several
things into account, but for the most part 39th level and above summons
(higher for the Shadowknight) will have this ability. It is possible
that you could get a “good” 34th level pet that will, or a “bad” 39th
level pet that will not have this ability. "

So basically pets are given this ability back 7 months after Kunark release. Meaning our pets will be able to dual wield innately again in about October here on P1999.

Would it have been so hard to explain that the nerf was for purposes of complying with the classic timeline? That would have saved a dozen or more confused posts as to what the intent of the change was.

Thanks for your detective work mages.

ukaking
04-17-2011, 04:17 PM
I love seeing mages take another hit. Tired of watching solo mages take group camps.

moklianne
04-17-2011, 04:38 PM
Kanras: Clerics can no longer bash.

Haven't Clerics always been able to bash, since day 1? As long as they have a shield in their secondary? I remember this being the case.

Uthgaard
04-17-2011, 04:41 PM
Would it have been so hard to explain that the nerf was for purposes of complying with the classic timeline? That would have saved a dozen or more confused posts as to what the intent of the change was.

Thanks for your detective work mages.

Complying with the classic timeline is the entire goal of the server. Is it necessary that we state the obvious and append this statement to the end of every line in the changelog?

Haven't Clerics always been able to bash, since day 1? As long as they have a shield in their secondary? I remember this being the case.

No. It was an ability added in luclin.

Elissa
04-17-2011, 05:02 PM
Complying with the classic timeline is the entire goal of the server. Is it necessary that we state the obvious and append this statement to the end of every line in the changelog?


Of course not. However, it would seem that when a particular change results in a bunch of people being confused and having trouble finding a source as to whether it was for purposes of complying w/ classic timeline, it would not be unreasonable to ask.

Especially when there were two dev posts on the subject before the source was finally identified and neither identified the reason for the change. In fact, your original post in this thread could have reasonably been interpreted to imply the change was made because mages were "overpowered".

If the reason for the change had been "obvious", as you suggested in your response, there wouldn't have been numerous mages, myself included, wondering why it was made.

Thanks.

Trimm
04-17-2011, 05:46 PM
if you go through the LOS archives, they killed trak almost like clockwork every 3 days as well for a few months.

TR is already going to be the first guild into VP. Relax dude.

Wizard
04-17-2011, 06:02 PM
Trak IS a 3 day spawn.

From http://www.thesteelwarrior.org/forum/showthread.php?t=21



Kunark:

Trakanon, level 65, instant, 3 day respawn, Old Sebilis
Venril Sathir, level 58, 10 hr spawn, 3 day respawn, Karnor's Castle
Talendor, level 60, <24 hr spawn, 3 day respawn, Skyfire

Rais
04-17-2011, 06:11 PM
Cool post from 2003. Might not hold water.

Loly Taa
04-17-2011, 06:11 PM
Lets say you go and look at all of Afterlife's raids against Trakanon, and roughly gauge the times between the kills, you'll get 38 kills in about 170 days, which is a kill every 4.5 days- there's literally no way he could've been a 7 day spawn even with patches at that point.

38 kills from 06/25/2000 to 12/04/2000, that's 38 kills in 162 days, at very minimum that's a kill every 4.263 days, it's literally mathematically impossible for it not to have been a 3 day spawn.

There's even three dead periods of no Trak kills spaced 14, 11, and 12d apart. The average still says they killed him every 4.263 days.

Here was my rough estimation of time inbetween Trak kills as reported by Afterlife's DKP site; (You can check my data here; http://afterlifeguild.org/dkp.cgi?g=WoW&history=Thott&htype=Raids&sort=type&start=7700 )

Trak kills, days between; 5 6 3 5 3 4 4 4 1 2 1 7 2 3 3 3 3 3 3 3 14 2 11 1 5 4 5 5 8 4 5 4 7 1 2 12 3 1

Hypeshot
04-17-2011, 06:12 PM
look i got a barbed scale whip last night , i gotta unleash this bitch and i really need my patch so i can steamroll all over kunark.:D

Pezmerga
04-17-2011, 06:12 PM
Too bad so sad. Chain petting was extremely overpowered.

Rangers and Druids are underwhelming, so when is the fix!? :)

Wishful thinking...

Lazortag
04-17-2011, 06:23 PM
Lets say you go and look at all of Afterlife's raids against Trakanon, and roughly gauge the times between the kills, you'll get 38 kills in about 170 days, which is a kill every 4.5 days- there's literally no way he could've been a 7 day spawn even with patches at that point.

38 kills from 06/25/2000 to 12/04/2000, that's 38 kills in 162 days, at very minimum that's a kill every 4.263 days, it's literally mathematically impossible for it not to have been a 3 day spawn.

There's even three dead periods of no Trak kills spaced 14, 11, and 12d apart. The average still says they killed him every 4.263 days.

Here was my rough estimation of time inbetween Trak kills as reported by Afterlife's DKP site; (You can check my data here; http://afterlifeguild.org/dkp.cgi?g=WoW&history=Thott&htype=Raids&sort=type&start=7700 )

Trak kills, days between; 5 6 3 5 3 4 4 4 1 2 1 7 2 3 3 3 3 3 3 3 14 2 11 1 5 4 5 5 8 4 5 4 7 1 2 12 3 1

"38 kills from 06/25/2000 to 12/04/2000"

Epics were in starting September, so this might not be the best range to use.

Also, please respond to the post where I asked you to respond to another post, which you still haven't responded to:

http://www.project1999.org/forums/showpost.php?p=268023&postcount=101

Specifically this part:

there's a VS spawn on May 10th, 14th, 18th, 22nd, 25th, and again another on the 25th (this is all in 2000). Would you look at this and seriously believe that VS was on a 3 day timer after reading that?

Shiftin
04-17-2011, 06:26 PM
http://www.project1999.org/forums/showthread.php?t=33648

Consolidated trakanon 3 day info. Still have yet to find a single piece of evidence suggesting otherwise.

Hypeshot
04-17-2011, 06:33 PM
Is anyone able to downlaod and install the new patch? im stuck and im impatient =(

Loly Taa
04-17-2011, 06:36 PM
"38 kills from 06/25/2000 to 12/04/2000"

Epics were in starting September, so this might not be the best range to use.

Also, please respond to the post where I asked you to respond to another post, which you still haven't responded to:

http://www.project1999.org/forums/showpost.php?p=268023&postcount=101

Specifically this part:

I've went through Afterlife's DKP record and checked that against known EQ patches during that time, of their 38 kills only 8 of them happened on the same day as patches, that applied to the average still puts them at a Trak every 5.4days, with the dead periods. Still less than 7, and it's not like they were perfect. Here's my sheet I was working on, feel free to check it against your own information sources.


746 2000-06-25 1.00 0.00 Trakanon 1 425.47 130.8 556.27
745 2000-06-30 1.00 0.00 Trakanon 1 424.47 130.8 555.27 PATCH, 29th
744 2000-07-06 1.00 0.00 Trakanon 1 423.47 130.8 554.27
743 2000-07-09 1.00 0.00 Trakanon 1 422.47 130.8 553.27
742 2000-07-14 1.00 0.00 Trakanon 1 421.47 130.8 552.27
741 2000-07-17 1.00 0.00 Trakanon 1 420.47 130.8 551.27
740 2000-07-21 1.00 0.00 Trakanon 1 419.47 130.8 550.27 PATCH, 19th & 20th
739 2000-07-25 1.00 0.00 Trakanon 1 418.47 130.8 549.27 PATCH, 26th
738 2000-07-29 1.00 0.00 Trakanon 1 417.47 130.8 548.27
737 2000-07-30 1.00 0.00 Trakanon 1 416.47 130.8 547.27
736 2000-08-01 1.00 0.00 Trakanon 1 415.47 130.8 546.27 PATCH, sameday.
735 2000-08-02 1.00 0.00 Trakanon 1 414.47 130.8 545.27
734 2000-08-09 1.00 0.00 Trakanon 1 413.47 130.8 544.27 PATCH, sameday.
733 2000-08-11 1.00 0.00 Trakanon 1 412.47 130.8 543.27
732 2000-08-14 1.00 0.00 Trakanon 1 411.47 130.8 542.27
731 2000-08-17 1.00 0.00 Trakanon 1 410.47 130.8 541.27 TWO PATCHES, sameday.
730 2000-08-20 1.00 0.00 Trakanon 1 409.47 130.8 540.27
729 2000-08-23 1.00 0.00 Trakanon 1 408.47 130.8 539.27 PATCH, sameday.
728 2000-08-26 1.00 0.00 Trakanon 1 407.47 130.8 538.27
727 2000-08-29 1.00 0.00 Trakanon 1 406.47 130.8 537.27
726 2000-08-31 1.00 0.00 Trakanon 1 405.47 130.8 536.27 PATCH, 30th
725 2000-09-14 1.00 0.00 Trakanon 1 404.47 130.8 535.27 PATCH, 13th
724 2000-09-16 1.00 0.00 Trakanon 1 403.47 130.8 534.27
723 2000-09-27 1.00 0.00 Trakanon 1 402.47 130.8 533.27 PATCH, 19th
722 2000-09-28 1.00 0.00 Trakanon 1 401.47 130.8 532.27 PATCH, sameday.
721 2000-10-03 1.00 0.00 Trakanon 1 400.47 130.8 531.27 PATCH, sameday.
720 2000-10-07 1.00 0.00 Trakanon 1 399.47 130.8 530.27
719 2000-10-13 1.00 0.00 Trakanon 1 398.47 130.8 529.27
718 2000-10-18 1.00 0.00 Trakanon 1 397.47 130.8 528.27
717 2000-10-26 1.00 0.00 Trakanon 1 396.47 130.8 527.27
716 2000-10-30 1.00 0.00 Trakanon 1 395.47 130.8 526.27
715 2000-11-04 1.00 0.00 Trakanon 1 394.47 130.8 525.27
714 2000-11-07 1.00 0.00 Trakanon 1 393.47 130.8 524.27
713 2000-11-14 1.00 0.00 Trakanon 1 392.47 130.8 523.27
712 2000-11-15 1.00 0.00 Trakanon 1 391.47 130.8 522.27 PATCH, sameday.
711 2000-11-17 1.00 0.00 Trakanon 1 390.47 130.8 521.27 PATCH, 16th
710 2000-11-29 1.00 0.00 Trakanon 1 389.47 130.8 520.27 PATCH, sameday.
709 2000-12-02 1.00 0.00 Trakanon 1 388.47 130.8 519.27
708 2000-12-04 1.00 0.00 Trakanon 1 387.47 130.8 518.27

Lazortag
04-17-2011, 06:37 PM
So then you're saying Venril Sathir is a 3-day spawn as well?

Loly Taa
04-17-2011, 06:42 PM
I didn't run the numbers for VS, we're talking about Trak here, and we're talking about a 38 kill sample over 162 days, it's not like I'm just taking a 7 day average here.

Humerox
04-17-2011, 08:38 PM
I did a LOT of searching, and I've posted some support in other threads so I'm not going to re-hash here.

I could find no evidence at all in old forums and sites that Trak was a 7-day spawn...whereas I found numerous posts regarding 3-day spawn.

Let's do this... I challenge people to support the fact that Trak was a 7-day spawn. I couldn't find any evidence that this was so.

Reemer
04-17-2011, 08:43 PM
3 days sounds right.

-Reemer

Jibien
04-17-2011, 08:50 PM
Thanks for the updates fellas.


look i got a barbed scale whip last night , i gotta unleash this bitch and i really need my patch so i can steamroll all over kunark.:D

Paying 2k for a " Link " of Can O' woop ass , pst ingame. Internode

http://www.blogtap.net/wp-content/uploads/2010/02/can-of-whoop-ass.jpg

http://everquest.allakhazam.com/db/item.html?item=3615

Pay up =P

Lazortag
04-17-2011, 09:23 PM
I did a LOT of searching, and I've posted some support in other threads so I'm not going to re-hash here.

I could find no evidence at all in old forums and sites that Trak was a 7-day spawn...whereas I found numerous posts regarding 3-day spawn.

Let's do this... I challenge people to support the fact that Trak was a 7-day spawn. I couldn't find any evidence that this was so.

Well, I'm not sure the burden of proof works that way. However, the evidence for Trak being a 3-day spawn is marginally more compelling than no evidence at all, so I guess it should be changed. Still I would hope that, in the future, people don't put too much stake in DKP records as evidence for this kind of stuff. I don't find it very reliable (for reasons that still haven't been fully addressed), but as you said, no one's given evidence beyond their own recollections that Trak was a 7-day spawn, so I'd be silly if I said the evidence favored Trak being a 7-day spawn.

Shiftin
04-17-2011, 09:44 PM
Well, I'm not sure the burden of proof works that way. However, the evidence for Trak being a 3-day spawn is marginally more compelling than no evidence at all, so I guess it should be changed. Still I would hope that, in the future, people don't put too much stake in DKP records as evidence for this kind of stuff. I don't find it very reliable (for reasons that still haven't been fully addressed), but as you said, no one's given evidence beyond their own recollections that Trak was a 7-day spawn, so I'd be silly if I said the evidence favored Trak being a 7-day spawn.

Seriously? Are you just trolling at this point? All the pieces of evidence, including people who killed him posting here that he was a 3 day sapwn. There is not a single piece of evidence anyone has posted that he's a 7 day spawn, or that he was a 7 day spawn ever and was changed to a 3 day spawn without it being in patch notes.

Why does the burden of proof lay on the people providing evidence to defend a point that is uncontested? Has a single person who raided in kunark said they remember trak as a 7 day spawn?

FWIW the most compelling evidence is on LOS updates as it's almost daily and you can tell which were patch day / server up or down days by what is in the update and what they killed

Rogean
04-17-2011, 09:56 PM
fyi in classic trak didn't spawn right on server up from a patch. Although patches in classic typically reset all respawn timers, raid mobs had special variance that they could spawn anywhere between on a server up. For example.. trakanon could be a 7 day spawn and he was killed on Tuesday, then there was a patch on Wednesday, resetting the respawn time but when the server came up it checked 'zone bootup variance' and he could spawn any time in the next 36 hours (example, estimated) after server up.

Uaellaen
04-17-2011, 10:30 PM
fyi in classic trak didn't spawn right on server up from a patch. Although patches in classic typically reset all respawn timers, raid mobs had special variance that they could spawn anywhere between on a server up. For example.. trakanon could be a 7 day spawn and he was killed on Tuesday, then there was a patch on Wednesday, resetting the respawn time but when the server came up it checked 'zone bootup variance' and he could spawn any time in the next 36 hours (example, estimated) after server up.

i actualy remember this coming in with velious or luclin ...

Lazortag
04-17-2011, 10:43 PM
Seriously? Are you just trolling at this point? All the pieces of evidence, including people who killed him posting here that he was a 3 day sapwn. There is not a single piece of evidence anyone has posted that he's a 7 day spawn, or that he was a 7 day spawn ever and was changed to a 3 day spawn without it being in patch notes.

Why does the burden of proof lay on the people providing evidence to defend a point that is uncontested? Has a single person who raided in kunark said they remember trak as a 7 day spawn?

FWIW the most compelling evidence is on LOS updates as it's almost daily and you can tell which were patch day / server up or down days by what is in the update and what they killed

uh, relax. You don't seem to understand still. You can be right about something but for the wrong reasons - I've been telling you that that's probably what's happening here. The evidence you have provided is really bad evidence and is filled with basic errors that anyone could pick up on. Moreover, the evidence you cited could be used to prove conclusions which were not true, like VS being a 3-day spawn. All of this is evident if you just read the posts I asked you to read.

As was clear a long time ago (see here: http://www.project1999.org/forums/showpost.php?p=262999&postcount=29), I'm not married to the idea that Trak is a 7-day spawn - all I'm saying is you need to use good evidence. Not evidence from a year later, and not evidence filled with inconsistencies (like DKP records).

Loly Taa
04-18-2011, 01:32 AM
There was no such thing as variance when Trak was first implemented, when I'm not so drunk I'll provide even more proof.

btw this is stupid and there is no way you'll prove he was a 7 day spawn unless you ignore all of us

Beauregard
04-18-2011, 02:01 AM
Everyone who charms got nerfed. Enchanters don't get all the glory on this one.

luzbel
04-18-2011, 03:37 AM
Nilbog: Wandering sarnaks in the Overthere will now be only of the melee variety.

i see a lot of casters.

Striiker
04-18-2011, 09:45 AM
Regarding the need for LOS to target. I remember being in Najena a long time ago on live. There was a monk who was getting healed while we were in Drelzna's room; by a cleric sitting on the floor below. I remember this quite clearly. This was either in 99 or early 2000. Was this something which existed initially and was fixed? Not a complaint, just curious.

Lloen
04-18-2011, 09:57 AM
Anyone have the V7 changes? I'm getting a 404 when I try to download.

Zereh
04-18-2011, 10:19 AM
^^ April 17th, 2011 This patch contains a new spells file. Please obtain the latest EQ Changes V8 from the setup guide.

Lloen
04-18-2011, 10:24 AM
ah! The setup link hasn't been updated

http://www.project1999.org/files/eqchangesv8.zip For anyone that needs it.

xshayla701
04-18-2011, 11:58 AM
Thank you, question answered. Went into the patch notes here and found exactly what I was looking for:

November 29th, 2000 3:00 AM -

"- Higher level Magician, Necromancer, and Shadowknight pets now have
the ability to dual-wield without being handed weapons. The calculation
used to determine whether or not this ability exists takes several
things into account, but for the most part 39th level and above summons
(higher for the Shadowknight) will have this ability. It is possible
that you could get a “good” 34th level pet that will, or a “bad” 39th
level pet that will not have this ability. "

So basically pets are given this ability back 7 months after Kunark release. Meaning our pets will be able to dual wield innately again in about October here on P1999.

Is this the plan, then? I'm pretty much about to quit/sell my mage, QQ.

Xadion
04-18-2011, 12:04 PM
As for the variance on server patch etc- there should be a "patch note" from live that explains it and puts it in, it was not existant forever.

As for respawn, I always remebered Trak and VS being 3days...but honestly I did not raid super hard core in Kunark- so I will let the e-detectives fight this fight! not my shitty memory.

As for taunt- I am in the position that it was a "Fix" not a new ability type thing- much like many fixes are standard in p99 even though they where 'fixed' later- I see taunt as one of them- and yeah warriors could tank stuff with lammys etc just fine during kunark.

nilbog
04-18-2011, 12:04 PM
ah! The setup link hasn't been updated

http://www.project1999.org/files/eqchangesv8.zip For anyone that needs it.

Getting Started thread updated with v8

Zapatos
04-18-2011, 01:58 PM
Hi. I don't usually post on these sort of things, but I'm wondering if the charm nerf was intentionally as drastic as it was? I remember following the initial thread regarding Druid Charm being broken and that it should last on average around the length of ensnare: http://www.project1999.org/forums/showthread.php?t=19299&highlight=Druid+Charm and you guys seemed to confirm that by the second page.

Since the recent patch, my charm on 'a Vicious Raptor' (level 43-45) as a 54 -55 druid, while using Call of Karana and Glamour of Tunare, has been lucky to last more than a couple minutes, usually breaking every minute or so if not more frequently.

While the only post I was able to find regarding charm being 'too good' was http://www.project1999.org/forums/showthread.php?t=33223 and didn't apply to druid charm.

(druid)Charm Duration before the patch, at least for myself, was certainly not cruise control for exp, and I already was constantly on my toes and playing with the risk of being raped by my pet on a charm break (which happened a little too much in sol B...). I'll look into it more, but mainly I just don't understand what happened and why.

EDIT: also, I recognize it could all just be an unlucky string of RNG. I don't mean to sound whiny and you guys doing an amazing job with this server! Like I said I'll keep looking into it.. I don't get to see or chat with that many other druids at my level to compare the experience with it though

Truheart
04-18-2011, 02:08 PM
thank you!

Kraftwerk
04-18-2011, 02:19 PM
Is this the plan, then? I'm pretty much about to quit/sell my mage, QQ.

It's really not to tremendously awful. Think of it this way, rather than chain petting right away at the start of a playing session we will have to spend about 10 minutes to summon 5 Gift of Xev (for me at least, maybe none if you have 8 Tinks bags) and then summon about 40-50 daggers. Then when chain summoning start mastering telling pet to back off so you can initiate trade and get him the daggers while he is fighting.

My guess is approximately with this method you can go 2-2.5 hours depending on how quickly you are killing to use 20-25 malachite with your 40-50 daggers. Basically it adds a 10 minute resummoning/Med up period to our chain summoning solo sessions.

Popt
04-18-2011, 02:36 PM
Kanras: Pets will no longer automatically dual wield at a certain level.


My understanding was that this was directed at Player pets, however it currently affects charmed pets as well. Before the patch, my charmed pets(mobs in Chardok and Sebilis) would innately dual wield and now they do not. I was just wondering if this was intended or not because it is hard to tell from the patch notes.

twinkiegod
04-18-2011, 04:57 PM
I like to think myself as a bright individual and I haven't looked through every post to this thread but when i click the V8 link to download the changes i get a lovely "404 file not found page" I also seen the v8 links in a couple replies and I clicked those as well and got the same result.

so...whats up?

*update* I wasn't as smart as i initially thought, i noticed the v8 link was taking me to v7 file so i had to take out the 7 and replace it with and an 8 and *poof* it worked.

persistence never fails.

Jadian
04-18-2011, 11:07 PM
Messed Kedge up again. Was finally getting better about targeting things and being able to actually send your pet on stuff, but nope worse than ever now.

Daldaen
04-18-2011, 11:37 PM
Messed Kedge up again. Was finally getting better about targeting things and being able to actually send your pet on stuff, but nope worse than ever now.

Worse than ever... do you have mobs warping through the entire zone and if you are on a wall ro the floor when getting melee'd do you get stuck in them?

Kedge was fun when I was grinding to 50....

Daldaen
04-18-2011, 11:50 PM
Hi. I don't usually post on these sort of things, but I'm wondering if the charm nerf was intentionally as drastic as it was? I remember following the initial thread regarding Druid Charm being broken and that it should last on average around the length of ensnare: http://www.project1999.org/forums/showthread.php?t=19299&highlight=Druid+Charm and you guys seemed to confirm that by the second page.

Since the recent patch, my charm on 'a Vicious Raptor' (level 43-45) as a 54 -55 druid, while using Call of Karana and Glamour of Tunare, has been lucky to last more than a couple minutes, usually breaking every minute or so if not more frequently.

While the only post I was able to find regarding charm being 'too good' was http://www.project1999.org/forums/showthread.php?t=33223 and didn't apply to druid charm.

(druid)Charm Duration before the patch, at least for myself, was certainly not cruise control for exp, and I already was constantly on my toes and playing with the risk of being raped by my pet on a charm break (which happened a little too much in sol B...). I'll look into it more, but mainly I just don't understand what happened and why.

EDIT: also, I recognize it could all just be an unlucky string of RNG. I don't mean to sound whiny and you guys doing an amazing job with this server! Like I said I'll keep looking into it.. I don't get to see or chat with that many other druids at my level to compare the experience with it though

PRE PATCH
75 Cha

[Wed Apr 06 18:05:41 2011] You begin casting Call of Karana.
[Wed Apr 06 18:05:46 2011] Dinus blinks.
[Wed Apr 06 18:18:25 2011] Your Call of Karana spell has worn off.
759 second duration
[Wed Apr 06 18:18:39 2011] You begin casting Call of Karana.
[Wed Apr 06 18:18:44 2011] Dinus blinks.
[Wed Apr 06 18:22:14 2011] Your Call of Karana spell has worn off.
210 second duration
[Wed Apr 06 18:23:04 2011] You begin casting Call of Karana..
[Wed Apr 06 18:23:09 2011] Dinus blinks.
[Wed Apr 06 18:31:03 2011] Your Call of Karana spell has worn off
474 second duration
[Wed Apr 06 18:31:31 2011] You begin casting Call of Karana.
[Wed Apr 06 18:31:36 2011] Dinus blinks.
[Wed Apr 06 18:32:15 2011] Your Call of Karana spell has worn off.
39 second duration
[Wed Apr 06 18:32:22 2011] You begin casting Call of Karana.
[Wed Apr 06 18:32:27 2011] Dinus blinks.
[Wed Apr 06 18:33:21 2011] Your Call of Karana spell has worn off.
54 second duration


POST PATCH
75 Cha

[Mon Apr 18 16:55:45 2011] You begin casting Call of Karana.
[Mon Apr 18 16:55:50 2011] Dinus blinks.
[Mon Apr 18 16:56:55 2011] Your Call of Karana spell has worn off.
65 second duration
[Mon Apr 18 16:57:01 2011] You begin casting Call of Karana.
[Mon Apr 18 16:57:06 2011] Dinus blinks.
[Mon Apr 18 16:57:13 2011] Your Call of Karana spell has worn off.
7 second duration
[Mon Apr 18 16:57:21 2011] You begin casting Call of Karana.
[Mon Apr 18 16:57:26 2011] Dinus blinks.
[Mon Apr 18 16:58:07 2011] Your Call of Karana spell has worn off.
41 second duration
[Mon Apr 18 16:58:09 2011] You begin casting Call of Karana.
[Mon Apr 18 16:58:14 2011] Dinus blinks.
[Mon Apr 18 16:58:31 2011] Your Call of Karana spell has worn off.
17 second duration
[Mon Apr 18 16:58:34 2011] You begin casting Call of Karana.
[Mon Apr 18 16:58:39 2011] Dinus blinks.
[Mon Apr 18 17:00:26 2011] Your Call of Karana spell has worn off.
107 second duration

Put on Charisma gear (152 Cha)

[Mon Apr 18 17:00:39 2011] You begin casting Call of Karana.
[Mon Apr 18 17:00:44 2011] Dinus blinks.
[Mon Apr 18 17:01:44 2011] Your Call of Karana spell has worn off.
60 second duration
[Mon Apr 18 17:02:06 2011] You begin casting Call of Karana.
[Mon Apr 18 17:02:11 2011] Dinus blinks.
[Mon Apr 18 17:02:14 2011] Your Call of Karana spell has worn off.
63 second duration
[Mon Apr 18 17:02:24 2011] You begin casting Call of Karana.
[Mon Apr 18 17:02:29 2011] Dinus blinks.
[Mon Apr 18 17:04:08 2011] Your Call of Karana spell has worn off.
39 second duration
[Mon Apr 18 17:04:14 2011] You begin casting Call of Karana.
[Mon Apr 18 17:04:19 2011] Dinus blinks.
[Mon Apr 18 17:05:26 2011] Your Call of Karana spell has worn off.
67 second duration


tl;dr Druids became a lot less fun to play :(

PS Did the math in my head so it may be off a little.

PPS all of these are with a 54 druid and a Glamour of Tunare'd Dinus.

Goryani
04-19-2011, 12:33 AM
Getting Started thread updated with v8

The forum descriptive text says v8, but the actual link still points to v7. Users have to manually change the 7 to an 8 in the address bar to reach the correct download.

Rasah
04-19-2011, 01:14 AM
Not mentioned here was the stealth nerf of gnoll fang drops in Blackburrow, or the nerf of exp for fang turn-ins.

epicentre
04-19-2011, 02:22 AM
As a 23 chanter, I observe that charm has a much longer duration now. Pre-patch, it was around 2 mins (I toyed a bit with green death beetles in unrest), now it's much more usable. I will try some soloing with that.

The risk of dying when charm breaks can be lowered by rooting the mob you fight AND the mob you use.

Rogean
04-19-2011, 10:29 AM
Getting Started thread updated with v8

Fail.

Fixed for reals now.

Meeks741
04-19-2011, 04:17 PM
yea druid charm is horrible breaking extremely fast 99% of the time

ooantipostoo
04-19-2011, 07:30 PM
yea druid charm is horrible breaking extremely fast 99% of the time

Does this server check CHA for Druid charm? If so if your cha is low it should break within 30-60 seconds. I remember on live you need full CHA gear to hold a raptors for approximately 3-5mins. Now I have almost every charm piece you can get currently and it puts me around 175CHA. At the moment quading is more efficient if you have the mana for it 2400+

Nanto
04-20-2011, 09:00 AM
Can we talk about charm?

How do you guys - the developers - feel about the new change?

It's not mana effecient to hold a charmie in group anymore... breaks every 30 seconds even with 210 CHA. Yes, I had a handful of casts (over 4 hours) that held for 2 min+, but they were so few and far between.

All the fun in playing a chanter is Charm. Currently, as long as I keep haste/clarity up on everyone I might as well just go AFK for 15 minutes until they wear off.

So, what's going on with this? Working As Intended?

Ronas
04-20-2011, 08:13 PM
Well to keep you on your toes if you want to take the chance to charm i guess. But it is abit wtf when the mob is mala/malo + Tash and charmed with 255 cha to have to break within 5 secs 2-3 times in a row. Yes all you good for now is to buff and afk 15min till you have to redo buffs.

Groups these days handle up to 4-5 mobs at once so not that much need for mezzing. Just alot of rooting. Next i think they go mess up the root to randomly break like charm which was how i believe it was like on live too. I think it is already in, because the roots seem to break early on the higher lvl mobs before timer is up on it. O NO

Vendar
04-21-2011, 11:37 AM
Can we talk about charm?

How do you guys - the developers - feel about the new change?

It's not mana effecient to hold a charmie in group anymore... breaks every 30 seconds even with 210 CHA. Yes, I had a handful of casts (over 4 hours) that held for 2 min+, but they were so few and far between.

All the fun in playing a chanter is Charm. Currently, as long as I keep haste/clarity up on everyone I might as well just go AFK for 15 minutes until they wear off.

So, what's going on with this? Working As Intended?


hate to rain on the chanter parade, but during this era they were not ever considered a ''pet'' class or a ''solo'' class, at end game they were considered group support.

baalzy
04-21-2011, 12:47 PM
Vendar. Nothing changed with charm between Kunark and Velious. Yet in Velious suddenly people were charm hunting constantly. You know what changed? Peoples knowledge.

mosherup
04-24-2011, 11:04 PM
I noticed what appears to be a nerf to the exp return from gnoll fang turn-ins as well.

redghosthunter
05-04-2011, 04:58 PM
hate to rain on the chanter parade, but during this era they were not ever considered a ''pet'' class or a ''solo'' class, at end game they were considered group support.

Your saying AT THE END--- During what era is P99? During the Trilogy , Charm was

Notice

1. the date of post
2. the duration of Allure ....

Spell Duration: Unknown
Duration Formula: 10

http://everquest.allakhazam.com/db/item.html?item=3670


Effect
Posted: 2001-11-28 00:30:22 | Quote | Reply to Post | Follow
Lord Gohda
*
224 posts
Score: Default

Allure
Attempting to charm (16)


--------------------------------------------------------------------------------
Classes: Enc (L49)

--------------------------------------------------------------------------------
Skill: Alteration
Allowable Targets: All

--------------------------------------------------------------------------------
Range to Target: 200 feet

--------------------------------------------------------------------------------
Resistance Check: Magic

--------------------------------------------------------------------------------
Mana Required: 245
Spell Duration: Unknown
Duration Formula: 10
Casting Time: 6.0 seconds
Spell Recovery: 2.25 seconds

AND

Here it is again... Charm Line - Duration Formula: 10

http://everquest.allakhazam.com/db/item.html?item=5240

Effect
Posted: 2001-11-29 01:06:21 | Quote | Reply to Post | Follow
Lord Gohda
*
224 posts
Score: Default
Cajoling Whispers
Attempting to charm (9)


--------------------------------------------------------------------------------
Classes: Enc (L39)

--------------------------------------------------------------------------------
Skill: Alteration
Allowable Targets: All

--------------------------------------------------------------------------------
Range to Target: 200 feet

--------------------------------------------------------------------------------
Resistance Check: Magic + 15

--------------------------------------------------------------------------------
Mana Required: 195
Spell Duration: Unknown
Duration Formula: 10
Casting Time: 5.50 seconds
Spell Recovery: 2.25 seconds

redghosthunter
05-04-2011, 05:01 PM
OTHER SPELLS with Duration Formula: 10

http://eqbeastiary.allakhazam.com/search.html?id=6952

Strong Poison
Posted: 2001-10-07 21:39:36 | Quote | Reply to Post | Follow
Androsulach
View Journal
*
160 posts
Score: Good
Strong Poison
Adding 4 Poison counters
Decrease Current Hitpoints by 30 (L1)
DoT for 280 Hit Points (HP) in 20 ticks


--------------------------------------------------------------------------------
Classes: None

--------------------------------------------------------------------------------
Skill: Instantaneous
Allowable Targets: All

--------------------------------------------------------------------------------
Range to Target: 20 feet

--------------------------------------------------------------------------------
Resistance Check: Poison

--------------------------------------------------------------------------------
Spell Duration: 20 ticks (2.0 minutes)
Duration Formula: 10

--------------------------------------------------------------------------------
When someone casts: Soandso's fangs gleam with poison.
Spell cast on you: You have been poisoned.
Spell cast on someone: Soandso has been poisoned.
Spell fades: The poison has run its course.

ALSO

http://eqdruids24038.yuku.com/forum/viewtopic/id/5460

Weakening Spray
2: DoT for 2000 Hit Points (HP) in 40 ticks
3: Decrease Attack (ATK) by 300 (L1)
4: Decrease Armor Class (AC) by 120 (L1)
Skill: Instantaneous
Allowable Targets: Point Blank AoE
Beneficial: Detrimental
Range to Target: 200.00 feet
Area Effect Range: 100.00 feet
Resistance Check: Poison
Resistance Level: -200 (Very Hard)
Spell Duration: 40 ticks (4.0 minutes)
Duration Formula: 10
Recast Delay: 18.0 seconds
Spell cast on you: Your muscles deteriorate.
Spell cast on someone: An orc centurion's muscles Deteriorate


Is the Duration of CHARM correct ??? IDK seems like Duration Formula: 10, is the Spell Duration ... does it not???