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  #1  
Old 07-18-2011, 01:03 PM
ryandward ryandward is offline
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Default Ogre Frontal Stun Immunity

I have raised an ogre shaman to 12, and I can tell you that frontal stun immunity doesn't work the same way as it does on live.[You must be logged in to view images. Log in or Register.][You must be logged in to view images. Log in or Register.]

I am constantly getting interrupted while casting. Although, I have never been stunned from the front.

The rumor is that this is from some kind of knockback effect, but I have even been rooted while this happens.

There are several threads, but none of them appears to have come to a conclusion about whether this is working as intended.

So, is this working as intended?
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  #2  
Old 07-18-2011, 03:36 PM
Brut Brut is offline
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Yeh, there's a chance of basic melee hits stopping your channeling, even if your back is against a wall... At 12 I'd guess there's a far higher chance of this happening, since your Channeling skill is still pretty low. But at higher lvls there's still an unnecessarily likely that the basic melee hits will interrupt you.

Prob the reason anyway why there's so few ogre shamans around. The huge perk used to be that you were pretty much unstoppable on spellcasting long as you faced the mobs; I recall playing shm on live and my worry when trying to Gate with 10mobs on me wasn't if I'd get the Gate go off uninterrupted, it was wether I'd died before the Gate got off or not.

Hard to find any credible info to back any of this anyways, so guess we just gotta deal with it.
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  #3  
Old 07-18-2011, 06:37 PM
ryandward ryandward is offline
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Yeah I definitely don't remember it working the way it does here. Any GM comments on what the status is? Is it considered working as intended as of now?
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  #4  
Old 07-18-2011, 07:15 PM
Seaweedpimp Seaweedpimp is offline
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Whats the problem?

At level 12 you have crap for channeling. So yeah youre going to get interrupts.
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  #5  
Old 07-18-2011, 08:05 PM
Arrisard Arrisard is offline
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IIRC, there were several independent factors involved with interrupts on live.

Location. Fun and well known trick is to stand in a corner, cast a a spell, run around all you want, just get back to that corner and you will almost always 100% of the time "channel" your spell. Standing the corner, obviously, usually gave you the exact same loc, so the game knew you moved .... but it was, or was close to, zero. Melee had a knockback effect associated to it.

Root does not prevent your character from being moved, only from you moving normally. Meaning a mob meleeing you will still have a knockback type effect.

Melee had a chance to interrupt you, regardless of it's "knockback" component changing your location and that check. Stand in a corner, and get beat on by 100 different mobs for even small amounts of damage, and interrupts went up significantly. So a mob meleeing you contributed to two different, and from what I can tell, independent checks.

Stun. Breaks your casting, end of story. Ogre's frontal immunity will not negate the previous checks, however so it is not simply a free ticket to channel through anything so long as they are in front of you.

I really don't notice a difference between here and live with regards to this. Level 1-20 I might as well not even bother trying to "channel" spells, then it starts to pick up, and by the time skills start topping out in the 40's it becomes much more reliable.
Last edited by Arrisard; 07-18-2011 at 08:08 PM..
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  #6  
Old 07-19-2011, 03:20 AM
greatdane greatdane is offline
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It appears to work as intended. Ogres were never immune to interruption, that would be grotesquely overpowered, they just won't get stunned by bash from the front. Spell interrupt is mostly related to the tiny amount you move when getting hit, and the code checks your location at the start and end of a spellcast to see how far you moved and then rolls against your channeling skill. If you move too far, you'll never succeed - most spells can't be cast while running, for example, but you can sometimes get off 0.5 cast time spells like Yaulp when moving. That's because you moved so little in the 0.5 seconds that you managed to succeed the channeling check. It still checks for channeling if you run 100ft while casting Ice Comet, which is why it allows you to actually attempt, but it'll never succeed because you moved such a huge amount of /loc-space. You can also stand in a corner and begin casting a long spell such as Complete Healing, then run around all over while casting and step back into the corner in time to finish the spell. It'll succeed because you're in the exact same spot at the beginning and end, the corner ensuring that you stand in precisely the same /loc. The act of getting hit seems to also have some influence on interrupt chance and you can still get interrupted when backed into a corner, it's just much less frequent.

Edit: Arrisard said the exact same thing. Oh wells.
Last edited by greatdane; 07-19-2011 at 03:26 AM..
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  #7  
Old 07-19-2011, 03:20 PM
Salty Salty is offline
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Quote:
Ogres were never immune to interruption
False.

Ogres getting stunned from the front with melee is a bug and should be fixed.
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  #8  
Old 07-19-2011, 05:58 PM
Arrisard Arrisard is offline
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Quote:
Originally Posted by Salty [You must be logged in to view images. Log in or Register.]
False.

Ogres getting stunned from the front with melee is a bug and should be fixed.
Being immune to a frontal based melee stun (what ogres have) is not the same thing as being immune to having your casting interrupted through location shift and melee vs channeling checks (what ogres do not, and should not, have).
Last edited by Arrisard; 07-20-2011 at 06:26 AM..
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