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  #1  
Old 05-31-2011, 01:14 PM
Skope Skope is offline
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Quote:
Originally Posted by YendorLootmonkey [You must be logged in to view images. Log in or Register.]
List any of these things that aren't limitations of the client software, with appropriate evidence that they are not as they were at this point in the original timeline, and the volunteers that run the server will add it to their vast list of things to do. Simple as that.
Variance.

What did i win?
  #2  
Old 05-31-2011, 12:13 PM
Striiker Striiker is offline
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Actually.. All of the bitching in the forums about changes made during patches makes this feel even more classic! It certainly reminds me of the good old days. [You must be logged in to view images. Log in or Register.]
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  #3  
Old 05-31-2011, 01:26 PM
thefloydian thefloydian is offline
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Quote:
DoT Changes:

* If the monster is in melee with you, there is no change to how a DoT spell works.
* If the monster is running away from you (fear, wounded, etc.), there is no change to how a DoT spell works.
* If the monster is moving when the damage from the DoT is applied (happens every few seconds), it will take 66% of the damage that it would have taken.
* DoT spells have all had their duration slightly increased. If the monster moves for 18 seconds during a fight, it will take as much damage from the DoT as it would before the patch. If the monster moves for less then 18 seconds during a fight, your DoT will do more damage then it would have done before the patch. If the monster moves more then 18 seconds during the fight, it will take less damage then it would have before the patch.

Sorry if I'm an idiot, but I'm having a hard time understanding this. It says when monsters are feared the dots aren't affected, but then the next few lines seem to contradict this information.

Does fear kiting still work as it did before?

Also, in terms of the modified duration, does time spent feared count toward the 18 seconds?
  #4  
Old 05-31-2011, 03:47 PM
kanras kanras is offline
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Re: Aggro. There was a bug causing primary slot double attack (and triple attack for 60 warriors) to not generate aggro or be able to be riposted. That bug was fixed, so that's why you're seeing melee generate considerably more aggro post-patch.
  #5  
Old 05-31-2011, 04:25 PM
Akpainter Akpainter is offline
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I want an Oompa Loompa now!

Dont like some of the changes but the server is still kick ass, thanks for the work!
  #6  
Old 05-31-2011, 08:03 PM
baalzy baalzy is offline
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[You must be logged in to view images. Log in or Register.]
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If MMORPG players were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.
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  #7  
Old 05-31-2011, 08:27 PM
Sihaya Sihaya is offline
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Hmmmm
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  #8  
Old 05-31-2011, 10:05 PM
Salty Salty is offline
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Quote:
Originally Posted by baalzy [You must be logged in to view images. Log in or Register.]
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  #9  
Old 05-31-2011, 10:32 PM
PureLo PureLo is offline
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Kanras: thanks for responding a bit with the one aspect of the "aggro" change, but what about the proc rates. They are not generating the same as they were previously to this patch, so there may be something needing a fix. As also mentioned prior it isn't just the proc rates that were off, but the hate in which they generated as well were somehow altered. Thanks in advance!
  #10  
Old 06-01-2011, 04:20 AM
kanras kanras is offline
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Quote:
Originally Posted by PureLo [You must be logged in to view images. Log in or Register.]
Kanras: thanks for responding a bit with the one aspect of the "aggro" change, but what about the proc rates. They are not generating the same as they were previously to this patch, so there may be something needing a fix. As also mentioned prior it isn't just the proc rates that were off, but the hate in which they generated as well were somehow altered. Thanks in advance!
Nothing about hate amount per proc changed. Proc rates were fixed to replicate some well-documented rules established from heavy parsing in these two threads:

http://www.evilgamer.net/forums/showthread.php?t=58

http://www.thesteelwarrior.org/forum...hp/t-5351.html

Main points:

Quote:
For Main hand weapons:
105 DEX = 1 proc/min
205 DEX = 1.5 proc/min
305 DEX = 2 proc/min

For offhand weapons:
105 DEX = .5 proc/min
205 DEX = .75 proc/min
305 DEX = 1 proc/min
Quote:
combat rounds go like this:
primary proc chance OR secondary proc
buff proc OR other buff proc OR other buff proc
ToTC proc
swing
another swing if dual wield checks
another swing if triple attack checks
It's a little different here. Since our dex cap is 255, main hand proc rate scales from 0.5PPM @ 0 DEX -> 2.0PPM @ 255 DEX. The stock emu code that we were previously using would only increase the proc rate 0.5PPM across the 0->255 DEX range. It also was attempting to proc once per attack for the offhand, which was weird. Basically, make friends with a shaman.
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