Quote:
Originally Posted by falkun
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And that post is one example that was provided, originally written after the song was nerfed to single target. It is not an accurate quote from the actual era.
I posted other pieces of evidence from the era when the song was an AE mez that portray that the song did actually work at mezzing and was not "useless". You must construct additional arguments; one post from "memory" does not an argument make when multiple posts from "experiences" have been provided proving the opposite.
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iEQCastersrealm via wayback machine:
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While there is some question whether this song had a memory blur effect in its original release version, there is no question now. Verant have stated categorically and repeatedly that there is not. Any apparent effect is simply the result of the bard leaping to the top of every mob's hate list in his/her usual fashion. Secondary resists, on the other hand, are a new feature added in late 1999. Verant claims that low greens should make their secondary resist rolls about 35% of the time, and that even cons should make it about 50% of the time. Actual logs suggest that in practice all mobs make the roll at least 50% of the time, and even cons or higher make it rather more often than that. Furthermore, while primary resists are affected by the Bard's charisma and string skills, the secondary resist is not affected by anything but level.
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After seeing a post by Gordon (or GZ, I cant remember), They basically said that the song is not very usable after level 25. So, rather then the song having been nerfed, its that the effect is much less after attaining level 25.
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Despite insistence to the contrary this song has changed since release. At one time mobs that failed to resist never attacked before they woke up normally. Somewhere in there though they started getting a second save effectively and now mobs fail to resist ie "soandso Nods" yet they attack away as if nothing ever happened. This happens about 25% of the time probably due to the double effect-double resist.
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Actual quote from Geoffrey Zatkin:
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As most high level enchanters from Beta+ can tell you, there are two saving throws that happen with an “Enthrall” style effect (such as Kelin’s Lucid Lullaby) hits a creature. The first saving throw is against the target’s Magic Resistance. The second saving throw only happens with high level monsters – they get a secondary save based on their level. The reason for this is that the Enthrall effect is very, very powerful – it allows a single player to remove a creature from combat. This means that a party that could handle two “X” level mobs might be able to take three, or even four of them on if there is somebody around with the Enthrall effect.
Because of this (read game balance) higher level monsters have a harder time being enthralled. At lower levels, a single player can take out a single opponent of equal level. By mid levels this is much harder, and by high levels it is virtually impossible. Allowing a single player to remove one or more creatures from combat at high levels is sick level powerful – to the point that we designed an entire classes specialty around doing it.
The second saving throw does not send a message the environment – and that is something that is on our list of issues to address. There are, however, no bugs with the Song.
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Basically the song is missing an additional saving throw. Green con mobs above lvl 25 should have a 35% flat chance to save against the song in addition to their normal save, blue cons have a flat 50% chance to resist the song.