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Old 11-17-2020, 11:11 PM
Baler Baler is offline
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Odd I got flack for saying high CHA is important... I think people take words to heart and feel they have to personally defend words to uphold their honor.

Crit fail = SUPER bad | fail = meh | success = good.

Reduce the number of crit fails with high CHA means you'll increase the overall number of fail or succeed. Meaning you'll succeed more. Not much more to add, Just wanted to defend myself in this thread.
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Old 11-17-2020, 11:16 PM
kaev kaev is offline
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Quote:
Originally Posted by Baler [You must be logged in to view images. Log in or Register.]
Odd I got flack for saying high CHA is important... I think people take words to heart and feel they have to personally defend words to uphold their honor.

Crit fail = SUPER bad | fail = meh | success = good.

Reduce the number of crit fails with high CHA means you'll increase the overall number of fail or succeed. Meaning you'll succeed more. Not much more to add, Just wanted to defend myself in this thread.
We don't need any of your big picture garbage here Baler. All decisions in this forum must be made based upon on the most narrowly drawn assertions and arguments, it is vitally important that likely outcomes in the field be excluded from every discussion.
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Old 11-17-2020, 11:16 PM
Baler Baler is offline
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Quote:
Originally Posted by kaev [You must be logged in to view images. Log in or Register.]
We don't need any of your big picture garbage here Baler. All decisions in this forum must be made based upon on the most narrowly drawn assertions and arguments, it is vitally important that likely outcomes in the field be excluded from every discussion.
lol wow,. I'll draw you a picture hang on.

edit: (not to perfect scale, it's a demonstration image)
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Less crit resists means you have another opportunity to re-cast the spell for a successful land.

edit2: https://www.project1999.com/forums/s...d.php?t=327383
Relevant thread -Lull line -- some empirical testing on CHA and crit resist rates
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Last edited by Baler; 11-17-2020 at 11:38 PM.. Reason: was kaev pulling my leg?
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Old 11-17-2020, 11:45 PM
Videri Videri is offline
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I know you said it's "not to perfect scale," but the "success" portion should be the same size for both Low Cha and Higher Cha. Otherwise it implies that higher cha increases successful lull. It doesn't. It only decreases crit resist in the event of a resist. Only level affects overall resist rate.

C = crit fail, F = non-critical failure, S = success

Low Cha:
|C----------|F----------|S-------------------|

High Cha:
|C-----|F---------------|S-------------------|

Order of events when you cast a lull:
1. The game compares your level to the target's level and rolls virtual dice to determine if the spell lands or is resisted. If the spell lands, you're all set.
2. If the spell is resisted, the game looks at your charisma and rolls virtual dice to determine if the resist is critical (aggro) or non-critical (nothing happens).
Notice that charisma is only checked if the lull is resisted. If it is not resisted, charisma is not checked. That's why an ugly Dwarf can often get away with lulling greens.

Overall, yes, charisma is important when lulling and some players carry a Crude Stein, G. Medallion, or other big charisma items to equip before casting a lull.
Last edited by Videri; 11-17-2020 at 11:57 PM..
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Old 11-17-2020, 11:48 PM
Videri Videri is offline
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No one has answered OP's question.

OP, Lull, Soothe, Calm, and Pacify all land on mobs up to 55. However, each tier of the spell decreases aggro radius by a greater amount. For instance, if you Lull a mob and get close to it, or pull its friend close to it, it will still aggro. If you Pacify it instead, you can fight right next to it.

Secondly, the duration gets longer. Pacify is 7 minutes. You can kill multiple mobs right in front of a pacified mob for those 7 minutes. And then you can refresh it, hehe.

Off the top of my head, aggro radius reduction, duration, and mana cost are the only three factors that differ. Using that info, you can determine when to use Lull, Soothe, or Calm. But definitely scribe all of those spells. Does that answer your question, OP?
Last edited by Videri; 11-17-2020 at 11:51 PM..
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Old 11-18-2020, 01:02 AM
Baler Baler is offline
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Thank you Videri for correcting me. I noticed that after I posted it but thought kaev would fire back so didn't bother re-making the ms paint masterpiece (little joke at the end)

you're correct.
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Old 11-18-2020, 11:29 AM
kjs86z kjs86z is offline
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This is why top tier paladins max CHA at creation and keep a bag of high CHA items in their inventory.
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Old 11-18-2020, 11:58 AM
Danth Danth is offline
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Most of the time you will need to use at least Soothe. Lull itself does not usually reduce aggro by a large enough radius except in particularly spread-out camps. Calm works well enough for nearly anyplace and Pacify is only seldom necessary unless you need to walk practically on top of something.

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Old 11-18-2020, 04:53 PM
Lartanin63 Lartanin63 is offline
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One thing to mention is deep water vambraces have soothe on them. I use these mostly all the time instead of scribing any spell. You can pick up a Luminary Two Handed Sword for the charisma buff. There are quite a few other cheap charisma items paladins can wear as well. I only use the sword and I'm s high elf though. Good luck on the pulls!
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Old 11-19-2020, 01:45 AM
Snaggles Snaggles is offline
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All good points.

It’s not hard for most to get mid 100’s CHA which is very functional for solo or group work. A kobold jester helm is 30 and a crude stein is 15. Sham’s and ench’s can buff about 50 and the Luminary sword as mentioned is a lower level sham spell (like 28 points?). Dragonskin mask is high AC and CHA; not bad for general tanking. Two Overseer Signets are 16 CHA (good for extra MR sometimes too). Plus all the ragefire armor is full of CHA.

Solo or farming I use DW arms; swapping for a click is easier than meming a spell and no sit aggro. If pulling or helping pull I use calm or pacify. Usually you have clarity so it’s not a huge cost and the cast is quicker.

When solo just assume lull might fail, then every landed one is a blessing. In a group set expectations and stay chatty, hope for the best. With a team awake at the wheel worst case 5 mobs rush the tank who has LoH up. That’s way less chaotic than a swarm at an ench or cleric. It’s not a clean pull but controlled chaos is kinda fun [You must be logged in to view images. Log in or Register.].
Last edited by Snaggles; 11-19-2020 at 02:02 AM..
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