Project 1999

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-   -   Game Mechanics: melee swing timers after casting (/forums/showthread.php?t=164251)

Kender 09-04-2014 04:44 PM

melee swing timers after casting
 
currently there is no reset of the swing timers. this wasnt patched until a month after velious release.

Quote:

Melee attack timers will no longer be reset when a SK, Paladin, or Ranger cast a spell. Previously these classes had to wait a full attack delay after casting before they would attack via melee again.
patch notes on it. http://www.tski.co.jp/baldio/patch/20010109.html

Daldaen 09-04-2014 04:49 PM

Believe this is a known issue. Unsure what their reasoning was for not implementing. Though it is classic. Velious made hybrids a lot better in many ways.

kaev 09-04-2014 08:59 PM

That patch note is not correct on the prepatch behavior either (not the first or last time a patchnote or in-game mechanic description was flat out wrong.)

If the spell cast completed before the melee delay expired you were golden. So, for instance, you could cast Yaulp between swings of a two-hander with no penalty unless you were lagging too badly.

Also, the melee timer reset ONLY if it expired with auto-attack active while you were casting. Competent hybrids knew that you could turn off auto-attack before starting your cast to avoid the timer reset. I was most certainly not the only person who worked this out by hand-parsing a bit of chat log, and lots of others learned about it from the discussion in the EQ newsgroup I frequented at the time. This was one of the tricks that differentiated competent hybrids from button mashers, the patch just made it less hassle and allowed the button mashers to get the same results without ever acquiring a clue about the (retarded) game mechanics.

Kender 09-04-2014 10:44 PM

evidence?

Pheer 09-04-2014 11:42 PM

youre a bad person

kaev 09-05-2014 01:36 AM

Quote:

Originally Posted by Kender (Post 1604816)
evidence?

LOL, nope, not gonna bite on that, you'll not turn me into one or your :classic: crusaders. I'll refer you to the thread on caster specialization for the pitfalls of literally believing descriptions of anything from Verant/SOE regarding game mechanics (the original skill could've been a description that was never updated to reflect actual implementation, with the specialization AA they added they quite plainly deliberately lied about the mechanic in the in-game text description of that AA.) Pretty sure Verant had a conscious policy of not merely obfuscating but actually lying about mechanics to create/preserve a "mystique" surrounding gameplay.

Also, my old live logs from which I sussed out the melee/casting interaction and a few other things died with the harddrive on that system over 10 years ago.

Newsgroup archives might exist: alt.games.everquest, but there'll be a lot of chaff there along with the few grains of good stuff (signal-to-noise similar to this forum, i.e. pretty awful.)


P.S. Are you the same guy who made a one-word post demanding "evidence" when I pointed out that Fletching should use Dex if higher than Int/Wis a couple years back? That is still pretty mind-boggling to me as it was a well-known post on EQ Traders Corner about comments made by a dev. This community has some pretty amazing blindspots in its :classic: worship.

Pudge 09-07-2014 08:29 PM

Quote:

Originally Posted by kaev (Post 1604735)
That patch note is not correct on the prepatch behavior either (not the first or last time a patchnote or in-game mechanic description was flat out wrong.)

If the spell cast completed before the melee delay expired you were golden. So, for instance, you could cast Yaulp between swings of a two-hander with no penalty unless you were lagging too badly.

Also, the melee timer reset ONLY if it expired with auto-attack active while you were casting. Competent hybrids knew that you could turn off auto-attack before starting your cast to avoid the timer reset. I was most certainly not the only person who worked this out by hand-parsing a bit of chat log, and lots of others learned about it from the discussion in the EQ newsgroup I frequented at the time. This was one of the tricks that differentiated competent hybrids from button mashers, the patch just made it less hassle and allowed the button mashers to get the same results without ever acquiring a clue about the (retarded) game mechanics.

This.


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