I think one of the big things on a 'perfectly recreated spell casting system', even after this fix goes live, is looking at the push code. I know that little changes in your position can affect your spell casting, and can be mitigated to some degree by corner casting.
On P99 I feel mobs and PCs get pushed around like they are standing on ice. Push happened in era, but not to this degree. On current live (no idea if push code has changed), but I melee'd a frog in seb with a monk (non-twinked, no AAs) and it looked like only it's toe was on the ground, the tiniest push would put it in the river. Over the course of entire fight it didn't move a single pixel.
I seem to recall Haynar built the push code on P99 based on smallest possible push value, but i'm very curious if EVERY melee swing should institute a push. Are double attacks ignored? primary swings only? I did a bug post prior where people in era were thinking only kick/bash/slam abilities instituted a push chance/value:
https://www.project1999.com/forums/s...d.php?t=284728
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Oh fuck no! Slam increases the amount of movement of the mob. Mob placement is one of the most critical aspects of killing ubers, push a dragon up a flag pole and you're almost garanteed to lose.
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Couple of things - first, mage water pets generate almost no push - they don't bash or kick. If you don't give 'em proccing weapons there is no push. The other thing is that, while pets don't push *more* than a melee, they are more tenacious - they immediately move up and stay engaged with a mob - melee tend not too.
With a water pet and my kitty on the back of a mob, I can hold a mob perfectly stationary with my BL tanking
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A lot of other talk about channeling in that thread