#51
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Rasah - [60 Heirophant]
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#52
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I've noticed a ton of fizzles myself, much more than before anyhow, on my latest spells which have maxed skill , i fizzle 3 times out of 4 casts which adds about another 20% necessary mana in order for me to kill something, which sadly is negating the addition of harvest =p. I tried casting my armor spell which had like 167 skill because i haven't spamed it to max yet, literally 12-13 fizzles before it went off. Can't say this is terrible , but it does add more downtime/more probable chance of having to gate/log agro on a mob due to too much mana burned in fizzles.
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Ulivar - 60 Sorcerer
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#53
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#54
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Huge thanks as always to the entire staff, cheers!
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#55
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35 shaman - no difference in fizzle rates using level 34 spells on down to 1st level inner fire. Haven't noticed ANY difference in game play - if all patches were like this there would have been no posts in SonyEQ forums and Absor/Abashi would have never been employed.
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#56
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Very nice patch, been longing for Divine Might since I started playing here.
Now I just need to figure out a way to get to Phinny's room ;D | ||
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#57
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I will put my lvl 60 rogue 2 cents in about backstab....I hit for minimal damage A LOT...when i disc i MISS ...A LOT... Just my observations. Oh and I fizzle A LOT on alts... haha very noticeable to me at least.
Executioner Assassin | ||
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#58
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Was either melee damage reduced or the damage caps adjusted as part of this patch? One of my level 14 chars used to hit for 40 max damage before patch, but now only hits for 28 max. I'm using identical gear before and after the patch and I've extensively tested this on various mobs.
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#59
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Quote:
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Ulivar - 60 Sorcerer
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#60
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Some notes from code that got ninja'd in after this patch:
Test-Src - Removed hard "calculated damage" cap for < 10 and < 20 players, replaced with weapon_dmg cap. - Archery weapon_dmg is once again correctly being calculated. | ||
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