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#11
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Thanks nirgon, but that portion doesn't affect mobs until after velious launch?
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Carsomyr - 55 Pally - Retired Thalon - 49 Rogue - Temporarily Benched Contagious - Necro - 30's and climbing Lights - 55 Wiz - Occasional Murderer | ||
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#12
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I didn't care enough to get/scribe invert until Velious...
Gravity Flux... uhhh, we'd need research anyway, let's see if Nilberg wants to fix before I start the diggins. | ||
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#13
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Any updates on this old issue? I just got Gravity Flux and it sucks. There appear to be multiple archived sources claiming this should cause damage. What's the situation?
This was changed to apply a static falling damage value in Velious because it used to cause mobs to take normal falling damage. When it caused mobs to take normal falling damage people were using exploits to cause mobs to fall from extreme heights and take 32k damage for instant kills on named mobs. I know this because there are archived posts on Allakhazam Gravity Flux page saying this is the case. Why would Sony add a spell to the game, at the normal quad spell progression level for Wizards, and make it cost 300 mana for 200 damage when the level 34 spell is better than that? This spell is supposed to be causing mobs to take additional damage which makes it mana efficient and a useable quad kiting spell. | ||
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#14
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http://web.archive.org/web/200011100...://graffe.com/
From Nov, 2000 before Velious launch: Quote:
Comments section on Gravity Flux spell from 2005, comment made 2003: Quote:
The reason no one sees mobs taking falling damage is because mobs don't fall, they path to targets. Gravity Flux is the only way I can think of to make mobs fall other than the slight falling damage from running down steep slopes. However, I'm not sure how areas like Spiroc/Aviak tower will work since currently mobs immediately jump off and "float" down to ground level eventually. Falling mobs is essentially just bugged right now. Those aviaks should be pathing down the ramps. | ||||
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Last edited by azxten; 07-31-2013 at 11:22 PM..
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#15
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Necro'ing this because it really makes no sense to have this spell in it's current state due to the fact we have no mob fall damage, breaking it's classical authenticity while being less efficient than the quadding spell you receive 10 levels prior.
Would love to see the static damage added to this spell early as I am assuming it would be an easy fix and the most logical. | ||
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