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Old 10-11-2011, 04:04 AM
Envious Envious is offline
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You "remember" it lasting full duration?

Nobody even knows if you played classic.

Post this in bugs, with some substantial proof that it was full duration. Or, if you have no proof, which it seems you dont... sit and continue to wait for someone to collaborate in this thread.
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Old 10-11-2011, 04:08 AM
Darwoth Darwoth is offline
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if a snare or root actually landed then yes it stayed on for the full duration if the target didn't pumice it, ive noticed a lot of emulators have it last only a few ticks so i assume there is a generic source code most of them use.
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Old 10-11-2011, 04:15 AM
dogbarf dogbarf is offline
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Quote:
Originally Posted by Envious [You must be logged in to view images. Log in or Register.]
You "remember" it lasting full duration?

Nobody even knows if you played classic.

Post this in bugs, with some substantial proof that it was full duration. Or, if you have no proof, which it seems you dont... sit and continue to wait for someone to collaborate in this thread.
You must not have played classic.

These changes came in way late, and should not be in if pvp is going to be considered classic at all.

http://everquest.allakhazam.com/hist...es-2004-2.html

August 11, 2004

- Player spells now have a separate duration field for PvP. Individual spells will continue to be tuned during beta.
- Player spells now have a PvP specific resist mod. Spell lines with
resist mods differing from their normal adjusts initially include:
Movement Rate
Root
Enthrall
Mana Drain
Stuns
Direct Damage
Damage over Time
Pet procs/innates

- Lowered the duration of most snare, Enthrall, and Root spells and
abilities.
Last edited by dogbarf; 10-11-2011 at 04:23 AM..
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