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Spell Support Broken Spells? Want them Fixed? Request it here.

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  #1  
Old 10-13-2011, 11:44 PM
bodi
Hill Giant
 
Join Date: May 2010
Posts: 105
Default Scaling Nuker Mobs

I've tuned HP/AC/stats/wis/_int/maxdmg on the mobs down to 30% on my server, so even though my tanks are balanced nicely, I still have VS lifetapping for 1500 a shot.

Is there a way I can UPDATE npc_spells SET *dmgvariable* = *dmgvariable* x 0.5 where id > 1000; or something?

I'm having a hard time scaling down nukes and dots without going into each NPC to see what they cast, and then going to the spell database and lowering dmg one by one.

If this isnt wide scale fixable, I'll just add 100 resists to server charm or something, but I figured I'd ask first. Any ideas on best way to proceed? Thanks!
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  #2  
Old 10-13-2011, 11:59 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

most of the mobs use same spells are players do - so changing them will also affect players.
of course bosses like VS do have their own spells.
In Db spells also placed without any logical progression in mind - you can have level 16 heals following level 56 nuke, so there is no easy command to change that all at once.

My best advise is:

create new set of spells JUST for mobs (set of nukes, set of dots, set of heals etc) And then group them into new respected npc spell groups, and then assign to all npcs with a single command based on their class.

giving all players something like +100 resist may result into players becoming almost immune to common mobs, with no real effect on bosses (boss spells usually come with massive negative modifiers like -200). But I suppose its the easiest thing you can try very quickly and see the results
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  #3  
Old 10-14-2011, 05:03 PM
Caryatis
Dragon
 
Join Date: May 2009
Location: Milky Way
Posts: 539
Default

Just alter the resistdiff in the npc_spell_entries table. It will affect pets and bots but you can either skip those in your query or just revert after the fact.
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