EZ Server

General Category => Updates => Topic started by: Secrets on January 27, 2011, 09:01:26 am



Title: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 27, 2011, 09:01:26 am
- Primary pet classes now get Hide Companion instead of Tiny Companion. This spell still shrinks your pet, but also gives it the ability to avoid 3 attacks completely, both spell and AOE, whatever, it avoids 3 hits then fades the effect. Shrink lasts forever. This is designed to make pet classes' pets more durable to AOE effects. The reuse time on the skill is 20 seconds.*

- Enchanters now get a percentage stonewall rune. This level 69 spell replaces their previous melee buff (Enchanter's Arm) and provides a stonewall effect for everyone in the group up to 9,000 damage. Once it hits 9,000 damage, the stonewall effect is no longer in effect. The stonewall percentage is 15%. Upgrades to this skill may come if it is popular enough. (this spell is only meant for levels 69 anyway, not t3/t4 bosses.)**

Both changes are effective next reboot.

*The reuse and description on Hide Companion will be broken sort of until you download the new spellfile (yet to be created.)
** This spell should work just fine even without the new spellfile.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: barrettd04 on January 27, 2011, 11:02:33 am
HHmm, interesting!  ;D


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Kwai on January 27, 2011, 11:04:25 am
>>>(this spell is only meant for levels 69 anyway, not t3/t4 bosses.)<<<

Who plays this game at level 69?

I am not sure why the Enchanter Arm spell had to be replaced with a spell that absorbs a fraction of the damage from one single boss hit, but it appears on the surface that a useful spell is being replaced by one that won't be used.  

The good news is... I doubt you will get too many complaints since very few T2 (+) ENCs exist and the ones that do are seldom used.  Well, except for Enchanter Arm on bosses.  I thought the general goal here was to upgrade classes, not smack them around with the nerf stick?  

How about adding new spells without removing a useful one?   For instance... If you're going to nerf the chanter's spell how about adding a group version of "Feline Avatar" to the Shaman line?


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Gnaughty on January 27, 2011, 01:05:33 pm
Ok first off thanks again Secrets for taking interest in our server and helping these pet classes out.  I would absolutely love to use Beastie and mage in T4 but as we all know they die so fast and their dps is so low id be dumb to log em in.  I like the changes to help them resist spells and such but is there a way to add innate ability to stay alive as well?  can their dps be looked at too?  I can give you a t4 beast parse if need be.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Xiggie | Stone on January 27, 2011, 03:30:50 pm
Changing pets so they scaled up with the pet owners stats would be friggen wonderful.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 27, 2011, 05:36:30 pm
I like the changes to help them resist spells and such but is there a way to add innate ability to stay alive as well?

Considering this new ability absorbs all kinds of hits... I don't know why you should be complaining about their survivability versus both melee and/or spells. Provided the pet isn't tanking, it will stay alive. That's 3 rampages/aoes it can eat, and if it's the NPC's primary target, that spell will become useless as intended (pets are not MTs, obviously.)

Changing pets so they scaled up with the pet owners stats would be friggen wonderful.

While i'd like to do this, the way the emulator is coded does not allow for NPCs to tank, or survive hits from other NPCs in general. Even if I give them a million HP they have no AAs, no buffs (most of the time) and no natural mitigation like players do (mainly cause they aren't wearing armor, thus they get no ac bonuses for wearing armor. It isn't even calculated in code.) and will likely get one/two shotted, By mitigating the attack completely, it gives them the aoe avoidance they need to do the damage they do.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 27, 2011, 05:37:37 pm
>>>(this spell is only meant for levels 69 anyway, not t3/t4 bosses.)<<<

Who plays this game at level 69?

I am not sure why the Enchanter Arm spell had to be replaced with a spell that absorbs a fraction of the damage from one single boss hit, but it appears on the surface that a useful spell is being replaced by one that won't be used.  

The good news is... I doubt you will get too many complaints since very few T2 (+) ENCs exist and the ones that do are seldom used.  Well, except for Enchanter Arm on bosses.  I thought the general goal here was to upgrade classes, not smack them around with the nerf stick?  

How about adding new spells without removing a useful one?   For instance... If you're going to nerf the chanter's spell how about adding a group version of "Feline Avatar" to the Shaman line?

I'll add the dps effect back to it and make a different spell. I had no idea enchanters were even using it, hence the change.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Gnaughty on January 27, 2011, 05:46:33 pm
Yeah ive been using the spell but not sure how much its helping.  Sorry if i sounded like was complaining just history has shown me that the pets die fast and dps is too low to be viable ill check em out tonight thanks again.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Gnaughty on January 27, 2011, 06:00:04 pm
Ok tried pets in a group with one healer in group, pets lived through a t4 fight omg I can play my mage again!!  Dps prolly too low ill parse em tonight.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Xiggie | Stone on January 27, 2011, 06:37:34 pm
what I meant secrets for them scaling with their casters is their max hit and such as that. But thank you for clarifying on damage mitigation.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Dood on January 27, 2011, 08:51:13 pm
My pet doesnt die in T4, ever...even if he gets punched in the face by MCP, I can still whip up a couple 50K heals as long as he isnt the only one up there.  What I would REALLY like to see is the removal of Elemental strike which during boss fights roots the target, A.) Reducing ranged damage. and B.) causes aggro to go from hate list to proximity usually resulting in the death of the monk or the new guy hehe, and the griefing of the mage. :)

Thank you for the changes i love to see the pet classes get some love.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 27, 2011, 09:40:19 pm
Ok tried pets in a group with one healer in group, pets lived through a t4 fight omg I can play my mage again!!  Dps prolly too low ill parse em tonight.

The effect isn't in yet. It's still pending reboot.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Gnaughty on January 28, 2011, 12:28:22 am
Yeah I got too happy and saw they needed healing like crazy lols ill try it again in the morning.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 02:13:31 am
Wow, nerdrage over enchanter's arm! Leet.

Also, it's not entirely true. There's at least one mained enchanter 4.0'd (Tadaaa! Me.), and another enchanter permanently in grouped post-t2 that I personally know of.

Yes, I did use that spell. It boosts a lot of the pet dps as they're mostly melee-based dps and less proc-based dps, so it was rather nice in my pet-heavy group. Having Enchanter's arm changed into a stonewall-type spell wasn't bad in my book, but yes, I would miss the extra dps.

Having two spells (or even better, both effects into one spell, since it's still a short duration boost) would be better.

Regardless of that, thank you Secrets for making Enchanters a viable class again (As soon as I get the time, I will be showing interested people exactly how badass we are... After the patch)

EDIT: GIDDY


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 06:39:03 am
Eagerly awaiting new spells file, as I'm still getting yellow icons with the current one. Says I need a target, always gives out of range when I take any other target then myself, and I resist my own spell.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: ronmeister on January 28, 2011, 07:50:51 am
Any ETA on new spell file's.
Hoping to use my chanter and mage after this


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 28, 2011, 08:38:12 am
Any ETA on new spell file's.
Hoping to use my chanter and mage after this

I just uploaded a new one.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 09:23:16 am
Secrets, just peeping inside the spells file - is it normal that the spell has zero range?

Either way, I'll try it as soon as I'm done working.

-Clev


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: ronmeister on January 28, 2011, 09:58:48 am
Spell is still not working Secrets ,it says "target is out of range and when i target myself i resist it"
Thats with the spell file  spells_us_012811
Hope its an easy fix :)


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 10:15:30 am
I think it has to do with the zero range still in the spell file - the only creature ever at 0 range is you :-)

So it's still the issue I described earlier. Also, if a PC can resist it, does it mean it's resistable (and therefore useless in any post-pod environment)?


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Skorp on January 28, 2011, 10:43:19 am
I was able to crash our guild HoH instance 3 times this morning.  First time was from the first avatar I engaged.  Instant zone crash.  I suspected Enchanter Arm, so after logging back in I went thru 3 avatar kills, no EA, no crash.  Next avatar I cast EA halfway thru fight... instant zone crash. (confirming zone crash by an idle guild member in zone also getting booted.
I went and downloaded latest spell file in case that was related... 3rd fight, still crashed zone the moment I cast EA.

I know Clev wants enchanters to be more powerful, but this is going too far.  :-\

Skorp


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 10:53:22 am
for enchanting defenders, please add range to the spell. Also check t3/t4 - It says effect doppelganger min 3, but I believe that should be 4 (t2 also has same effect min 3).

Enchanter's arm issue sounds serverside - don't think a spells file could nuke a zone all by itself.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 28, 2011, 10:53:56 am
I was able to crash our guild HoH instance 3 times this morning.  First time was from the first avatar I engaged.  Instant zone crash.  I suspected Enchanter Arm, so after logging back in I went thru 3 avatar kills, no EA, no crash.  Next avatar I cast EA halfway thru fight... instant zone crash. (confirming zone crash by an idle guild member in zone also getting booted.
I went and downloaded latest spell file in case that was related... 3rd fight, still crashed zone the moment I cast EA.

I know Clev wants enchanters to be more powerful, but this is going too far.  :-\

Skorp

Going to ask Hunter to do an emergency reboot to fix this. I've identified the issue (oddly enough, it shouldn't be crashing but it is.) it's related to me not reverting the Enchanter's Arm spell properly.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 28, 2011, 02:44:19 pm
Have you also taken a look at what's buggy with the enchanting defender line? If I can be of assistance in any way, let me know (I've just gotten my hands on the Null spell file editor, and already have a few ideas on where it's going wrong).


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 28, 2011, 04:14:02 pm
Have you also taken a look at what's buggy with the enchanting defender line? If I can be of assistance in any way, let me know (I've just gotten my hands on the Null spell file editor, and already have a few ideas on where it's going wrong).

I already fixed that too, pending reboot.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Gnaughty on January 29, 2011, 12:29:40 am
I wondered if thats what caused me to crash this morning!  I went to cast the arm spell as soon as it lands boom ld.  Instead of the usual 2-3 toons going ld during t4 fights it was all of them at same time.  Thats really weird.  I didnt want to say something until someone else brought it up for fear of ridicule.  :(


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 29, 2011, 05:38:24 am
Have you also taken a look at what's buggy with the enchanting defender line? If I can be of assistance in any way, let me know (I've just gotten my hands on the Null spell file editor, and already have a few ideas on where it's going wrong).

I already fixed that too, pending reboot.

Then do we need a new spell file? Range is still set to zero, like previously indicated.
Also, enchanter's arm now seems to have an unknown duration and poofs almost as soon as it's cast.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 29, 2011, 06:05:01 am
Have you also taken a look at what's buggy with the enchanting defender line? If I can be of assistance in any way, let me know (I've just gotten my hands on the Null spell file editor, and already have a few ideas on where it's going wrong).

I already fixed that too, pending reboot.

Then do we need a new spell file? Range is still set to zero, like previously indicated.
Also, enchanter's arm now seems to have an unknown duration and poofs almost as soon as it's cast.

You will need a new spellfile. Enchanter's arm is SUPPOSED to have a fixed duration. If it doesn't, I will fix it.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 29, 2011, 06:08:16 am
Have you also taken a look at what's buggy with the enchanting defender line? If I can be of assistance in any way, let me know (I've just gotten my hands on the Null spell file editor, and already have a few ideas on where it's going wrong).

I already fixed that too, pending reboot.

Then do we need a new spell file? Range is still set to zero, like previously indicated.
Also, enchanter's arm now seems to have an unknown duration and poofs almost as soon as it's cast.

You will need a new spellfile. Enchanter's arm is SUPPOSED to have a fixed duration. If it doesn't, I will fix it.

New spellfile is up. See if it fixes the enchanter's arm line and the enchanting defender. It's fixed on the server, just you need to fix it on your client.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: barrettd04 on January 29, 2011, 06:17:14 am
With yesterdays spellfile, Enchanters Arm had the 9000pt rune in the mq2 details.  It also had "Duration: Unknown".  After todays spellfile, the details have reverted back to the original Enchanters Arm spell(15% increase multiplier), with it still displaying "Duration: Unknown".

Also, Enchanting Defender says when cast "Spell would not have taken hold on target" and requires that I target something to cast it.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Secrets on January 29, 2011, 06:18:00 am
With yesterdays spellfile, Enchanters Arm had the 9000pt rune in the mq2 details.  It also had "Duration: Unknown".  After todays spellfile, the details have reverted back to the original Enchanters Arm spell(15% increase multiplier), with it still displaying "Duration: Unknown".

Yeah this is because I mixed up the damage formulas and duration formulas for the new spells I added. Whoops. Fixed now for next reboot (It should be duration formula 11)

Testing enchanting defender now.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 29, 2011, 02:32:21 pm
Enchanting defender is implemented. Works like a charm (heh).

Will do some extensive testing on the benefits from this for enchanters in higher-tier, contact me ingame if you have any questions, comments or ideas.

-Clevitsj


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Aname on January 30, 2011, 12:53:07 pm
OMG I hope all this enchanter stuff is cleared up.  We need to talk about RANGERS.   :P


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fugitive on January 30, 2011, 05:20:20 pm
... what's a ranger?


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Drezden on January 30, 2011, 11:42:45 pm
 I seen all 3 enchanters foaming at the mouth today parsing at the practice dummy! One even got ripo'd to death... :o


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Kwai on January 31, 2011, 09:53:26 am
On a very happy high atm... I had the opportunity to return to T2 yesterday to help a guildy and took my mage along.  His 3.0 pet lasted the entire time!  I don't know if the difference was in the pet or the fact that I was using PAL 4.0 instead of 3.0 (the last time he was in the box), but either way I can actually use that pet again.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Fabdibikya on January 31, 2011, 11:16:53 am
Unless you were spamming bulwark of calliev and the shrink the entire time, it's the 4.0, because nothing else has been changed about mage pets afaik.


Title: Re: Pet Class Changes + Bonus Enchanter change!
Post by: Kwai on January 31, 2011, 12:41:03 pm
Thanks Clev.  You're probably right.

Something changed on mage pets that I can confirm.  It doesn't have to do with survivability, but there is a new glitch that didn't exist 2 weeks ago.

Since T2 went so well last night I gave him a test in HoH this morning.  While the mage pet had better survivability than he did a couple of weeks ago he would not equip Fireblades .. nor give buffs in the guild instance of HoH.  I could gate out to the public version and he would respond with buffs and he would equip the fireswords.  Just not in the instance.  Tested 3x.

I didn't test the ENC pet since the instance we created yesterday only had a short time remaining, but I will test that when I get back in tonight.