#1
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Necromancer Darkness line reduced duration
Both clinging darkness (36 sec duration) and
Engulfing Darkness (60 sec duration) last exactly 30 seconds on players. Is there a 30 second hard cap on snare duration on this server, or is this a bug? | ||
#2
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Bump to add some references.
Engulfing Darkness spell data: http://www.crys.org/everquest/spells...l+Name++ID=611 and: http://wiki.project1999.org/index.ph...lfing_Darkness There are no references to duration being different on players. Damage is reduced to 66% as per stated reductions on r99, but adding in a 50% reduction in duration results in quite significant reduction in damage. Can a dev give an update if this is intentional, or if it is a bug? I don't really care as to when it's fixed, as if it's a bug I'm sure it will be eventually. But knowing which things are bugs, and which are non reported customizations (such as pet damage in PvP) is very useful. | ||
#3
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There's a client-side cap for snares in PvE, you were right in your first post. I wish the cap could be lifted somehow, it makes Bard snare very unbalanced since it snares for almost an an equal amount of time as a non-bard snare for no mana (plus it can be casted while moving). You're also right that it unfairly reduces the amount of damage the darkness spells should do in pvp.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
#4
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easy fix is to have the darkness line hit for a higher damage % in PVP.
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#6
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So it does more damage in a shorter amount of time. Good idea, not.
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#7
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Fairest solution, if they can't fix client glitch, is to make it cost half the mana if cast on a player.
Or 1/3rd cost for dooming. If we have to apply twice, or three times for full effect, mana cost should reflect that. It's still problematic due to resists and having to recast, but way better than the uselessness of the entire line as is. | ||
#8
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That's what the dlls are for. To work around client limitations. Should be doable.
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#9
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Snares should only last full duration when you zone with one on you.
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