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sogundordor
02-19-2023, 09:59 PM
hello guys I'm new to druid:D,
usually i'll do some root rot when i have spare time.
From wiki i read something about moving mob is taking less dmg
"If a mob is moving (not including a result of fear or flee) when the damage from a dot is applied, it will take 66% of the damage that it would have normally taken."

Is a rooted mob count as "moving" ?
I found its weird when i doing dot root rot some Snow Cougars in IC...
i usually snare, root, Immolate then Drones of Doom, its 4%hp per tick
when cougars hp under 20% and root break with snare(not moving), it become 7%hp per tick:eek:

is it a bug or dot only do full dmg when mobs non moving non root?:confused:

ithaqua
02-20-2023, 02:03 AM
Test and see if the damage jumps up to 7% if you run in and take one round of melee when it’s rooted, that resetted ghostrooting before it was supposedly fixed

sogundordor
02-20-2023, 04:57 AM
Test and see if the damage jumps up to 7% if you run in and take one round of melee when it’s rooted, that resetted ghostrooting before it was supposedly fixed

WAO!!! 7% per tick now!!! Thank you very much!!!! but why? i don't understand what happen and how it works:confused:

Jimjam
02-20-2023, 06:07 AM
It thinks it is chasing so reduces dot damage. If you get in melee range it realises it is in combat / fleeing so no dot damage penalty.
Mi suspect it is linked to the bug(?) where a mob that is fleeing from a fear effect will do a round of attacks before switching to fleeing from low hp.

sogundordor
02-20-2023, 06:18 AM
1) snare > Immolate and Drones of Doom > run = 4%per tick
2) snare > root > Immolate and Drones of Doom = 4%per tick
3) snare > root > Immolate and Drones of Doom > root break when under 20%hp = 7%per tick
4) snare > root >melee(just 1 round then back off out of melee range)> Immolate and Drones of Doom = 7%per tick

ithaqua
02-20-2023, 06:47 AM
Think it triggers when you use dots/roots without dd components, the server doesn’t register that it stops moving as it is supposed to. Before it came with a graphical glitch that the mob kept moving towards you and warped back to rootpoint, guess that’s where the term came from...
Search for ghostroot or ghosting on the bugs forum, more info there... and maybe add a new topic about it, sounds like the issue is still there even if they fixed the graphics part
https://www.project1999.com/forums/showthread.php?t=343758&highlight=Ghost+root
Edit: added link

sogundordor
02-20-2023, 09:37 AM
Think it triggers when you use dots/roots without dd components, the server doesn’t register that it stops moving as it is supposed to. Before it came with a graphical glitch that the mob kept moving towards you and warped back to rootpoint, guess that’s where the term came from...
Search for ghostroot or ghosting on the bugs forum, more info there... and maybe add a new topic about it, sounds like the issue is still there even if they fixed the graphics part
https://www.project1999.com/forums/showthread.php?t=343758&highlight=Ghost+root
Edit: added link

Thank you very much!! Its much better to know this for doing root rot~

Encroaching Death
02-20-2023, 11:29 AM
I learned something new.

I came in thinking I was going to teach someone something, but the teacher became the student...

Is this ghost issue only on Druids or does it happen with Necros/Shamans/etc as well?

ithaqua
02-20-2023, 03:52 PM
Would say that it happens to all classes since it is a bug with the anti-kite code or well, a bug with mobs state of movement. Easier to counter as a nec though, just send in your pet for a round of attacks (and hope he doesn’t proc and break root)

Encroaching Death
02-20-2023, 06:16 PM
Would say that it happens to all classes since it is a bug with the anti-kite code or well, a bug with mobs state of movement. Easier to counter as a nec though, just send in your pet for a round of attacks (and hope he doesn’t proc and break root)

I never use my pet while root rotting.

I suppose I should now.

Then again, I tend to root rot static spawn guards. Probably doesn't matter much.

But now that I think about it, I have noticed some variance in dot damage because I've noticed that a Splurt and a Pyrocuror will take down a guard, but sometimes it takes more than that (because it's usually a guard that I accidently aggroed)

darkreap
02-21-2023, 07:58 AM
Iirc this was a mechanic added to make root rotting and snare kiting more difficult. If a mob is engaged with a PC in melee range, or fleeing, the mob will take full damage (seems the mob must be engaged on melee). If not moving (no melee in range), or chasing a PC, they will take 1/2 or 3/4 dot damage.

loramin
02-21-2023, 12:19 PM
Iirc this was a mechanic added to make root rotting and snare kiting more difficult. If a mob is engaged with a PC in melee range, or fleeing, the mob will take full damage (seems the mob must be engaged on melee). If not moving (no melee in range), or chasing a PC, they will take 1/2 or 3/4 dot damage.

Pretty sure it's not a "mechanic", it's a bug. The mechanic that was added was that the mob has to stand still to get full DoT damage, but on live I never remember having to also engage the mob.

ithaqua
02-21-2023, 06:42 PM
It was added on live to discourage necros from solo kiting, 66% damage from dots while moving and 1 tick of added duration. Rooted and/or tanked mobs took full damage, the extra tick of damage was added as compensation for eventual pingpong aggro (the same or more damage if the mob moved for less then 3 ticks of dot duration)
The implementation here is bugged, mobs doesn’t always agree that they’re stationary when rooted. But they get convinced that they are when someone enters melee range.

Raj
02-22-2023, 06:20 AM
This is a pretty detrimental bug to several classes when they are dotting without a player or pet always in melee range and not aware of the bug and how to mitigate it!

Thank you friends for bringing up this important issue. :cool:

Telin
04-29-2023, 01:58 PM
This should be fixed pending update after we rule out any secondary bugs from the fix.

loramin
04-29-2023, 03:50 PM
This should be fixed pending update after we rule out any secondary bugs from the fix.

https://media2.giphy.com/media/PmXy6ebfF4lyoG37KG/giphy.gif

Degalian
05-09-2023, 07:24 AM
You don't need to get wacked, just step aside a bit, so the mob needs to change direction and it should register that it is rooted-->give full dmg.

long.liam
05-21-2023, 11:10 PM
I miss seeing the DoT dmg. Made root/rotting a little more interesting when you could actually see how much dmg the mob was taking ever tick.

Telin
05-27-2023, 11:59 PM
This is fixed, pending update.

sogundordor
12-28-2023, 11:38 PM
This is fixed, pending update.

will it update soon?:confused:;):cool:

liveitup1216
04-11-2024, 09:07 PM
This is fixed, pending update.

Did this ever get fixed?

Trollhide
08-20-2024, 07:18 PM
Did this ever get fixed?
It did not. Devs, any update on this?

Telin
08-20-2024, 07:20 PM
We haven’t had a patch