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#1
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Some evidence of Harmony not being completely unresistible: "Harmony worked 90% of the time and never ever aggroed on failure" / "Harmony seems far superior to me, not only because it's AOE, but because it is resisted so seldom." / lots of talk here about occasional resists. I specifically remember needing to cast Harmony several times on a red con goblin in classic before it would stick.
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Bard lull should work on all targets and cut the target's magic resist in half for the resist check, while having a minimum 6% resist chance at all levels. When searching through countless posts, Bards notably are not complaining about their lull song, in comparison to Enchanters and Clerics all calling their lull spells trash.
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#2
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Ranger lull? Harmony is unresistable, innit?
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#4
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#5
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ie: from Live
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#6
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I notice in all these classic discussions of the lull spell line, there's not a single mention of the word "charisma."
So I would expect a level 54 enchanter with 83 CHA trying to use wake of tranquility on a pack of level 50+ mobs in upper dogs to consider the lull spell line to be suicidal. They didn't know anything about the game. This is pretty useless anecdotal evidence. No chanter on p99 is running around with less than 200 CHA or trying to lull high level velious mobs below level 60. Find a post of a level 60 enchanter with 255 CHA struggling to lull mobs 10+ levels lower in the classic era. | ||
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#7
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So regarding charisma, when a lull spell was resisted there was a separate charisma check to determine if the resist caused aggro. The best formula we have for this is 90 - CHA/4, based on how resists worked in early clients.
Those values would be like: CHA/aggro chance by resist 83 / 69% 100 / 65% 150 / 52% 200 / 40% 255 / 26% In early clients there was a tiered resist floor for lulls: npc level/resist % 1-14 / 10% 15-24 / 20% 25-34 / 33% 35-39 / 42% 40-49 / 54% 50+ / 100% These are the values I have at the moment based on research into the early client code. For anyone reading that is interested, the key thing is that charisma doesn't affect whether the lull lands; it determines whether a resisted lull causes the mob to aggro. Landing rate is determined by the tiered floor based on npc level, independent of CHA. With this model, an enchanter with 83 CHA trying to lull level 50+ npcs would face immunity due to the tiered floor. A 255 CHA enchanter would get the same result. Where charisma matters is lulling sub-50 npcs and getting too many resists. At 83 CHA roughly 7 out of 10 resists would aggro. At 200 CHA it's 4 out of 10, and at 255 CHA about 1 in 4. I'd be curious if anyone remembers this matching their experience with lull working for low and mid level content but hitting a wall on higher level mobs regardless of gear. | ||
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#8
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"Lull resists in upwards of 75% of casting, a drolvarg rager when I was 49th resisted Pacify 80% of 20 casts (16) and aggroed for 8 of those. I had 217 Charisma at the time" That's simply how the game was and you're showing how inexperienced you are with classic to say otherwise. People absolutely were trying to get high CHA on Enchanters, it was known to make mesmerize better (Extensive CHA testing / "At 137 CHA I had 45% resist rate, at 217 CHA I had 37% resist rate" / "I wouldn't recommend doing Hate plane with less than 200 CHA"), which was important because root was harder to stick back then and it was harder to channel, so people highly valued mez. That's why Enchanters were mad when Velious came out (along with most other casters - Velious zone feedback / Why being a caster in Velious really sucks / A Fundamental Flaw: Why the EQ System Is Breaking Down At High Levels) - because resists were too high on NPC's in the expansion and giants couldn't be mezzed at all. There are posts that describe how "crowd control has now become people kiting around snared NPCs". I specifically searched for examples of Level 60 people trying to lull in places like the Planes or Kael or Grotto or Sebilis or Chardok and there's zero classic examples of it ever being viable. If anyone wants to search for examples from the first 9 months of Luclin, lull was still trash during that time period too. The spell line was expressly made terrible by Verant after beta because they didn't want people playing the game like that.
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#9
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Like, I don't think your position is necessarily wrong but you're clearly misrepresenting the state of live at the time and current green which makes people doubt your claims/research. | ||||
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#10
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Talk about misrepresentation.
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