Stronger Roots 
		
		
		As far as I can tell all roots have this -10000 value writen in MIN effect field , and all roots relatively easy to break with nukes. 
	Perhaps we can add some extra code to the server which would treat this property of "10000" as a modifier to chance of root breaking, so then If I would to create a Custom Root spell and put 20000 in that value instead it woudl make root twice as hard to break before it expires, or 100,000 - 10 times as hard to break and so on. Or perhaps use a MAX effect field (curently 0 for all roots) to describe a modifier such as 2, 3, 4, 10 etc (as bonus to root durability) how about it? :cool:  | 
		
 Sounds like something similar would be good for charm spells too 
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 There is something else I have thought of. 
	Current we have a single Special Flag - (I) - to indicate that npc is Unrooteable and Unsnareable. How about we break it into 2 separate flags, individualy for Root, and individualy for Snare? This would go long way into even better tuning of content! thanks!  | 
		
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 Chaos, the above *might* work for preventing nukes from breaking roots as well. For that, I'd set the field to like -10000 and run some tests.  | 
		
 I will try that Cavedude. 
	but, you said "snares" - but on live snares ALWAYS lasted full duration as far as I can tell - at least the classic druid 14 min "snare" :D  | 
		
 OK, I might be wrong about snares but certainly roots, fears, and charms :) 
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 At one time on live servers root spells had a random duration component built into there timers. If you look closely at the way the spells are worded it says it can last up to Z amount of time. Meaning the duration was not a set number. Most had a minimum duration Y plus a random duration X which could potentially be Z but rarely happened. Both resists and other effects come into play on the true duration of the spell effect.  
	Snares seemed to have just an initial resist check then a set duration but I never really used them much so that is just a guess. I don't know how fears and charms worked so i won't comment on those.  | 
		
 Does this carry through for atone as well?  Right now all mem blurs seem to be taking about 300 hits to take affect. 
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 well I am looking at spell file and if I am reading it right, Atone only has 1% chance to wipe hatelist. 
	Cause Blanket of Forgetfulness (chanter spell) has 2 wipe entries of 20 each, which means its 20% chance each, which leads to 1% for Atone. at first I thought thats BS cuase what kind of good does 1% chance do to a 60 mana spell, so I opened up Allakhazam and umm, indeed Atone only has 1% chance to wipe hate, thats why you have to cast it 100+ times :cool: Chanter's spells usualy wipe agro on each 3rd -5th try cuase they start from at least 20%  | 
		
 There has to be some other factor in to it. 1% for Atone would make the spell completely useless if it only used the 1% as a factor. I remember on live I would cast it 3 times and 99% of the mobs would forget. 
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 I have found an additional variable in entire memwipe line of spells which is not found in other spells. They all have: EnviromentType 8 - whatever that means. 
	This however stil does not explain why Atone would work with just 1 where chanters spells work with 20  | 
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