Welcome to my "prove that WTYH needs adjustment" response:
*Warning - long post*
First of all let me say this: Whatever you DEVs decide to do, I will not mope or frown or start screaming like a baby. P1999 is not a democracy - it's your server. I can't get elected and change things - I can only close the door on my way out if I so choose. And I can't for life of me imagine why I would want to do that :-)
Now let's get to business! As we have already seen indications of, Eq.Castersrealm spell info and comments made by players around the time of Kunark and Velious suggest that WTYH does indeed NOT necessarily last its full duration. Moreover, a comment by a user as well as the general info suggests that the spell was indeed changed by Verant. (
http://web.archive.org/web/200101080...asp?SpellID=46)
Now we have one lead, but any historian of trade knows that one source of information is usually a really bad way of convincing anyone that your point is valid. Hence we need more substantial evidence. Therefore, examine exhibit B:
http://web.archive.org/web/200209011...you+hurl&type= . Now, here we have an independent site where one particular user, Yappie, gives us a interesting clue:
Quote:
The one disadvantage of it is that it can be partially resisted.
"A sarnak recruit begins to spin"
1 second later...
"Your whirl till you hurl spell has wore off"
Sometimes it lasts 5-10 seconds, but I still end up spending the majority of my time in combat casting this spell and not medding. Stand, cast, sit, med. Stand, cast, sit, med. mezz mezz, cast, sit, med.
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This is further independent evidence that WTYH should not always last for its full duration as it currently does on P1999.
Onwards to exhibit C:
http://xornn.tripod.com/Spells/spell.htm - Xornn's guide to enchanting. Although the site only goes back to late 2004, Xorrn's comment on WTYH is interesting:
Quote:
Single-Stun
Whirl Till You Hurl (12), Dyn's Dizzying Draught (29)
This spell is highly resistant, and even when it lands, it checks to break every second, and every time the mob is bashed, possibly every time damaged. What this equates to is a practically useless spell unless used on green mobs that are no danger to you (as your level overcomes the horrid resist rates). However when the spell works, it can land a stun effect for up to 30 seconds, and DDD is a backup stun when you have an early break, though it's mana cost is prohibitive. The reason this spell line is so bad is that at one time it was so good. Encounters were trivial with an enchanter chain-spinning mobs till they died--so Verant nerfed the spell line into a useless pile.
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Xornn does seem to be out of tune with spell duration, but his mention of a Verant nerf suggests that something did happen back in the days with the spell. He also mentions that the spell rarely lasts its full duration.
So - before everyone get tired eyes, let's look at exhibit D:
While again not a source from the Vanilla/RoK/Velious era,
http://www.therunes.net/forums/viewt...t=whirl#p16693 does contain some valid accounts of how WTYH has been percieved over the years. I direct your attention to these two in particular:
Quote:
by brakeformezz » Jan 8th, '04, 10:29
I was wondering what people currently think of the usefulness of Whirl til You Hurl and Dyn's Dizzying Draught.
I read that when I was still a baby chanter, these spells were great, but they have since been nerfed into near worthlessness. Playing a cleric as well, I've noticed that their casting time and mana cost are not nearly as efficient as a run of the mill targetted stun spell, given the short duration the spinning usually seems to last.
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Quote:
Postby Sphynix » Jan 8th, '04, 19:19
Those spells would be decent but for 1 problem,
They are pretty easy to resist, which is annoying, but each time they take damage they get a save check. Much like a really bad version of root.
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I think these four accounts with their reasonably independent content give us a valid reason to conclude that WTYH is due for an adjustment in P1999.