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  #81  
Old 07-22-2013, 03:09 PM
mtb tripper mtb tripper is offline
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quote on quote
  #82  
Old 07-22-2013, 03:15 PM
Colgate Colgate is offline
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i would be A-OK with custom nerfing tstaff into the ground as long as other things get fixed to compensate
  #83  
Old 07-22-2013, 03:53 PM
Gongshow Gongshow is offline
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Pretty much agree with Colgate above. I would take a flat 6 second TStaff proc if, and only if, I could reliably resist some spells, roots, not get mage pet raped, not get infinity range pillar'd, could use mitigation style disc's in PVP, actually interrupt a caster, etc., etc. I know that we are JUST talking about these procs right now, but it all goes hand in hand.

My bare bones thoughts right now are essentially this:
  • Proc rates for everything seem OK to me, sometimes you get good luck, sometimes bad. It's pretty inconsistent.
  • TStaff and Windstriker are unresistable and should remain that way. Skean is roughly 75% resistable at about 130 PR (guesstimate based on very rough testing). That seems a bit high. Skeans PR check should be much lower, this item was never relevant.
  • Proc durations DO need adjusted, but with stipulations. My opinion would be something like:
  • If resists, mage roots, infinity range pillars, etc. get fixed, then change TStaff, Skean, Windstriker procs to a flat 6 second spin stun
  • If nothing is changed but the procs, then make it a flat 12 seconds (down from 18), or a random 3-12 second (like it was on Live)

I do have a horse in this race, but I also agree that these procs could use a nerf, however I fear the over-nerfing in light of other gamebreaking PVP issues.
  #84  
Old 07-22-2013, 04:05 PM
Nirgon Nirgon is offline
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Skean should resist like a stun not hit 120 poison ever
  #85  
Old 07-22-2013, 07:09 PM
FaithlessKR FaithlessKR is offline
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Quote:
Originally Posted by Mingo [You must be logged in to view images. Log in or Register.]
You're both just wrong. I Tstaffed tons of people that just spun once around and walked away on live.
You actually just confirmed what my post was saying. The spin is part of the stun proc, it's unresistable. And the stun breaking was because the first tick went off and the random number generator caused it to break at that point.

It can go anywhere from 1-12 seconds depending on the RNG and when the ticks happen. I mained a monk for a long time between PoP-whatever expansion I quit in (I think DoN). Both me and Silikten (Friedchicken) used to sit at the OT book with our tstaffs racking up kills for at least 5-6 hours a day.
  #86  
Old 07-22-2013, 07:10 PM
FaithlessKR FaithlessKR is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
the reason that the duration was "random" between 0 and 12 seconds is because of how the tick mechanics work on an EQ server

let's say you get a proc the instant after the server ticks, and your proc is lucky and is 2 ticks, you'd get the full 12 second duration before both server ticks happen

let's say you get a proc the moment just before the server ticks, and it's a 1 tick proc, that's when you'd see the 0-1 second "instantaneous" stun

a proc that's 1 tick and happens 2 seconds after the server tick would yield a 4 second stun, et cetera

at least, i'm pretty sure that's how it's supposed to work
Pretty much everything I was trying to say in my previous post
  #87  
Old 07-22-2013, 11:09 PM
kanras kanras is offline
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SpinStun effect duration calculation in PVP changed to be same as PVE, pending update.
  #88  
Old 07-22-2013, 11:18 PM
Tycko Tycko is offline
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sucks to be a t-staff monk
  #89  
Old 07-22-2013, 11:22 PM
Potus Potus is offline
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T-Staff is still an amazing weapon.
  #90  
Old 07-22-2013, 11:24 PM
NotKringe NotKringe is offline
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Just hope Rogean will patch it in soon, Patchs seem to be about every few months or so..

GJ Kanras.
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