![]() |
|
|
|
#2
|
|||
|
From a logical standpoint:
Calm is half the mana and faster casting, faster reset, with nearly zero aggro radius. The only practical reason to use pacify is for the 7 minutes duration. Hell I often use soothe because the calm duration and agro reduction is overkill anyway, which makes pacify super niche. Reducing pacify's duration basically eliminates its only reason to exist. That and wake of tranquility will keep its 7 min duration? It is basically AE pacify. | ||
|
Last edited by Goregasmic; 11-13-2024 at 12:42 PM..
| |||
|
#3
|
|||
|
I had a little dwarf cleric back on live. He didn’t get far, but far enough to learn the early lull spells. I learned from somewhere it could make it easier to single pull from a group of mobs. Obviously with dwarven charisma my attempts to break camps were often greeted with a crit resist. Particularly when a camp had a red and yellow in addition to the blue i hoped to isolate.
I remember trying to learn what the spell was all about - the descriptions mentioned how frenzy and assist radius would be lowered (followed by what appeared to be a fraction with a single digit nominator and double digit denominator) and how it would pacify mobs While I now understand the vibe of how lull work, to this day I’m not sure what these different radii, numbers nor ‘pacify’ actually mean. I also wonder whether lull has use beyond reducing the range/chance (?) that a mob aggros an enemy / assists a friend? Does pacify reduce everyones hate totem to zero while not actually removing them from the hate list perhaps? What does the ‘pacify’ line in the spell description actually do seeing as the first two lines already seem to cover the main functions? | ||
|
#4
|
||||
|
Quote:
People also widely thought your MH's delay set your OH delay when dual weilding and we're not reworking the entire combat system around this misunderstanding of game mechanics. I'm sure you could find plenty of "proofs" of that "fact" on old message board posts. | |||
|
#6
|
|||
|
Is this being prioritized to revert this back to 7minutes? It seems like enough evidence was provided to contradict this "fix". Please rollback asap.
| ||
|
#7
|
|||
|
Stop it. Castersrealm was the 'proof' for this egregious setback? lol
That site was well-known to be unsupported (especially in Velious) and full of errors. | ||
|
#8
|
||||
|
Splat file. My wizzie had one of those.
Quote:
| |||
|
#9
|
|||
|
The mobs were just averting their eyes im sure.
| ||
|
#10
|
|||
|
Pacify and other lull spells in our era should have unique resist modifiers that scale with the mob's level. These modifiers are currently not implemented on P99, which affects the intended usefulness of these spells.
The current version behaves more like the Luclin/PoP era, where the duration was reduced to 42 seconds. However, in our era, the duration should technically extend up to 7 minutes. As a compromise, until the resist calculations are corrected to match the classic mechanics, I will set the max duration to half of the original—3.5 minutes.
__________________
| ||
![]() |
|
|