View Full Version : Rot/Rotting might be broken (At least on Necromancers)
IzHaN80
04-06-2023, 09:47 AM
Hello fellow people. I've recently come across an issue that might impact the leveling efficiency of those that much enjoy the joys of rot/rooting mobs. To test this, you gotta pull a mob and have them root them in place, without having them hit you, casts dots on him, and watch his hp % drop. Then after you've done that test, try again by rooting them in place or if they were in movement, having them hit you before you start doting them or dot+fear, and study their hp, you will see the big difference, it acts as if the game only detects if the mob has stopped moving if they were static previous to the root or if they were moving, you or your pet, or your group mate needs to have the mob hit them to have their position updated.
Share your tests, i have done this already so many times, and is broken, and what's worse, without being able to watch DOT damage, a lot of people might be wasting their time thinking they're doing things right.
Toxigen
04-06-2023, 10:19 AM
did you check the wiki?
Trexller
04-06-2023, 12:16 PM
filed under reasons to play TAKP
IzHaN80
04-06-2023, 01:19 PM
did you check the wiki?
What about? No, i didn't see anything related to the subject. All i do know is that the mechanic is broken, if a mob is moving and you root him, is in fact, not moving anymore, and you shouldn't have to get hit or have someone melee the mob to make him take full dot damage.
Toxigen
04-06-2023, 01:55 PM
we'll have to get loramin on this right away
Trexller
04-06-2023, 01:57 PM
What about? No, i didn't see anything related to the subject. All i do know is that the mechanic is broken, if a mob is moving and you root him, is in fact, not moving anymore, and you shouldn't have to get hit or have someone melee the mob to make him take full dot damage.
iirc its because P99 is in an era when verant devs got pissed that mechanics were being used unintended
this was one of those nerfs that was like immediately reverted but it's stuck here because p99 is stuck in time
whatever the case is, it's stupid
QOL Features? Go F yourself!! -P99 devs
astuce999
04-06-2023, 06:02 PM
Very interesting. I'll try to see if I can replicate this on different classes. It has felt like dot damage has been pretty erratic recently, but I couldn't figure out the pattern.
Thanks for pointing this out.
cheers,
Astuce
ithaqua
04-06-2023, 06:04 PM
https://www.project1999.com/forums/showthread.php?t=343758&highlight=Ghost+root
It’s a bug where rooted mobs doesn’t realise they’re stationary until someone gets in their melee range, broken implementation of the anti-kite mechanic (which was poorly thought out to begin with, dot kiting one mob is bad but go ahead and quad that’s fine!)
wuanahto
04-06-2023, 07:35 PM
literally move one pixel to the right or left. once they pivot they realize they(the game) are stationary
branamil
04-06-2023, 08:30 PM
According to the coders, this fix is equally important as the vendor at the bottom of runneye selling the proper amount of Muffins. So you can expect a fix in 2028
Infectious
04-06-2023, 09:36 PM
literally move one pixel to the right or left. once they pivot they realize they(the game) are stationary
Ya the butcherblock guards do this if you root them a second time. Sometimes it would freak me out because I thought maybe I got a resist and wasn't checking. Then it would run right by me.
Degalian
04-11-2023, 04:30 PM
Good to know the move thing, I didn't read the tread far enough and always let the rooted mobs hit me once (yes the problem is there and druids have it too).
magnetaress
04-11-2023, 10:21 PM
This is why you should stop playing on emus and just go back to live.
Agnarr is a solid server with lots of content p99 will never see and non of the stuff that fundamentally changes EQs old world too much.
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