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  #1  
Old 01-23-2006, 11:48 PM
johane
Sarnak
 
Join Date: Sep 2005
Location: Gold Coast, Oz
Posts: 69
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Quote:
Originally Posted by Doodman
It was changed on live, quite a while ago.

With my druid, I'd drop Winged Death on, then click my Elder Spirist Vambraces (Stinging Swarm) and let him rot. Add on a Drifting Death if you wish, but as mana efficient.
Hmmm, yet another example of SOE catering to the mindless I guess - is there ANY need to think on eqlive anymore?
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  #2  
Old 01-24-2006, 03:42 AM
HurtinuDaily
Hill Giant
 
Join Date: Nov 2005
Posts: 145
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Another interestng thing about stacking on live, which would more then likely be very difficult to impliment is that multiple druids or whatever class can stack the same dot on the same mob. Of course this only works for some dots not all. So 3 druids can cast winged death on the same mob at the same time. It doesnt work for the druid fire DoT's tho... Only class I can be 100 percent sure of because its the only class I play Live.
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  #3  
Old 01-24-2006, 01:03 PM
jimbabwe
Hill Giant
 
Join Date: Aug 2005
Posts: 107
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Quote:
Originally Posted by HurtinuDaily
Another interestng thing about stacking on live, which would more then likely be very difficult to impliment is that multiple druids or whatever class can stack the same dot on the same mob. Of course this only works for some dots not all. So 3 druids can cast winged death on the same mob at the same time. It doesnt work for the druid fire DoT's tho... Only class I can be 100 percent sure of because its the only class I play Live.
I think that's because the fire dot had an additional effect like a small ac debuff or something.
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  #4  
Old 01-24-2006, 02:41 PM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
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Quote:
Originally Posted by jimbabwe
I think that's because the fire dot had an additional effect like a small ac debuff or something.
Yes it has an AC debuff in it. Thats why it wont stack
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  #5  
Old 01-30-2006, 05:30 AM
Ibix
Sarnak
 
Join Date: Jan 2006
Posts: 40
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To start this off, we are running a 0.6.4 server that is NOT the most up-to-date, but is running the pre-compiled binaries from 3-4 weeks ago, on a Windows server, using Mini-Login (not that this should come into it at all really).

Monster corpse-camping code needs to be updated I believe. I think I've seen this mentioned elsewhere, but don't see it in the SF bug list, nor in this thread.

Monsters do not camp corpses at all... This would seem wholly beneficial, although detrimental to the difficulty factor in some zones. The problem is that monk/necro/sk(?) feign death do absolutely nothing for pulling. There is, currently, pretty much no reason to ever play a Monk... decent top-end DPS, but nothing compared to other classes and without FD split-pulling working, there is no real reason to play one.

I don't know precisely how the code works on Live, but it would seem that perhaps monsters have another column in their table with an upper-limiter for the amount of time they will camp a corpse, with some number (0 maybe?) signifying a perma-camper. Basically, monsters will stay at the 'corpse' (really dead or not) for a seemingly-random amount of time, and will begin returning to their spawn point one by one. I'm not sure but maybe the amount of aggro factors into this (like, the one the monk actually tapped may stay longer?) or it may not. Even if not, it would just be cool if monsters stayed at the corpse a random amount of time between like 1 and 10 seconds before pathing back. I'm sure someone who has played a monk more, or has more experience with this situation would be able to give a more exact answer as to how this all works. I just know that Monks are currently Rogues who do less DPS, cannot hide/sneak, and their only benefit is mend.

If more details or insight is needed, or if this issue has already been addressed, my apologies.
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  #6  
Old 01-31-2006, 03:46 AM
Ibix
Sarnak
 
Join Date: Jan 2006
Posts: 40
Default Berserker Bugs w/ 0.6.4

Berserker Problems:

1. The Berserker GM at LEAST in Oggok thinks he is a Bard GM. As such, he will not take the tomes from you in order to give you the abilities. I'm not sure if this is true in other cities, but I'm betting it is, since I think it's just that BerserkerGM is set to whatever number is actually the BardGM.

2. In trying to further test and see if it really was just the Ogres, I created a Troll Berserker. In place of the GM and the Tomes guy there were two NPC's that did not respond to anything and had the incorrect names. I can get more details on this if desired.
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  #7  
Old 01-31-2006, 05:17 AM
sdabbs65
Dragon
 
Join Date: Dec 2003
Location: Earth
Posts: 818
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Quote:
Originally Posted by Ibix
Berserker Problems:

1. The Berserker GM at LEAST in Oggok thinks he is a Bard GM. As such, he will not take the tomes from you in order to give you the abilities. I'm not sure if this is true in other cities, but I'm betting it is, since I think it's just that BerserkerGM is set to whatever number is actually the BardGM.

2. In trying to further test and see if it really was just the Ogres, I created a Troll Berserker. In place of the GM and the Tomes guy there w

.ere two NPC's that did not respond to anything and had the incorrect names. I can get more details on this if desired.
Those are Database Issues not code
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