View Full Version : Spells: nerfed dot
polum6666
05-29-2011, 03:09 PM
all i can say is 66% damage to mob that is running is just wrong
Classic Eq patches and
Kanras: If a mob is moving (fear/flee don't count) when the damage from a dot is applied, it will take 66% of the damage that it would have normally taken.
Says you are wrong.
Cfullard
05-29-2011, 03:46 PM
Classic Eq patches and
Says you are wrong.
Link to those patch notes please.
Nevron
05-29-2011, 04:16 PM
patch notes (http://www.tski.co.jp/baldio/patch/19990913.html)
Cfullard
05-29-2011, 04:53 PM
If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
Now, take into account mobs are taking that damage when feared. Classic?
CLARIFY - The mob is feared and moving (running away) so it is taking less damage.
polum6666
05-29-2011, 05:07 PM
a failed nerf in live shouldnt be applied to here
CastIllum
05-29-2011, 05:20 PM
DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.
Will someone translate to that English..
And I'd like to see someone post when Sony RE-Patches this back to where it was originally. Cause I guarantee this complicated mess that your trying to put into the Game is just plain stupid.
Nevron
05-29-2011, 06:48 PM
Perhaps between 7/15 and 7/26/2002:
druid grove link (http://eq.thedruidsgrove.org/archive/eq/t-3767.html)
"The DoT penalty vs. free-running mobs is gone."
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