EZ Server

General Category => Updates => Topic started by: Hunter on April 15, 2012, 04:38:53 am



Title: Update (Spells)
Post by: Hunter on April 15, 2012, 04:38:53 am
EZ Server will be adding over 190 new spells soon (next weekend) thanks to Hate helping creating them. We worked together this weekend to review and tweak the new spells. They are about 98% approved already. Some may need minor adjustments.

There is no updated spell file for download yet. When the spell file does become available, players will need a higher version than Titanium to use these spells because the new spells have ids over 10,000.

The new level 70 spell scrolls are not available from mobs yet. After the new spells are 100% approved, they will be added to loot list from mobs in custom tiered zones, which will probably be next weekend after we finish some tweaking.

Screenshots of the spells will be posted. Feel free to discuss what you would like to see, or if you see anything wrong with the current spells. The screenshots were taken in game with MQ2 loaded. Note that some spells don't show the correct effects for some reason in MQ2, but the intended effects were verified to be correct in the database.

Target Type, Mana, and Cast Time might not show up in MQ2 either unless the proper class memorizes the spell. Some buff durations and recast times may change before going live. For the most part, short buff durations with longer recast times are intended.

Some classes have new pets.

Many of the melee mitigation buffs are self only.

Pure melee classes like Rogues and Monks do not have any spells. For now they can continue to take advantage of Strike Augments for DPS.

Enjoy!




Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 04:39:25 am
(http://ezserver.online/NewSpells/All - Timeless Invigor.png)
(http://ezserver.online/NewSpells/Bard - Chorus of the Risen.png)
(http://ezserver.online/NewSpells/Bard - Elemental A Cappella.png)
(http://ezserver.online/NewSpells/Bard - Harmonious Composition.png)
(http://ezserver.online/NewSpells/Bard - Nillipus' Stampede of the Wee.png)
(http://ezserver.online/NewSpells/Bard - Purifying A Cappella.png)
(http://ezserver.online/NewSpells/Bard - Tempest Blade.png)
(http://ezserver.online/NewSpells/Beast - Ascendant Essence.png)
(http://ezserver.online/NewSpells/Beast - Bestial Tower.png)
(http://ezserver.online/NewSpells/Beast - Vicious Ice.png)
(http://ezserver.online/NewSpells/Beast and Shaman - Bone Charm of Jasinth.png)
(http://ezserver.online/NewSpells/Beast and Shaman - Bone Charm of Shadoo.png)
(http://ezserver.online/NewSpells/Cleric - Armor of the Matyr.png)
(http://ezserver.online/NewSpells/Cleric - Holy Blessing of Intervention.png)
(http://ezserver.online/NewSpells/Cleric - Mark of Emperors2.png)
(http://ezserver.online/NewSpells/Cleric - Timeless Chromastrike.png)
(http://ezserver.online/NewSpells/Cleric - Tower of Vie.png)
(http://ezserver.online/NewSpells/Cleric - Unswerving Hammer of Absolution.png)
(http://ezserver.online/NewSpells/Cleric - Yaulp.png)
(http://ezserver.online/NewSpells/Druid - Ancient Ent Guard.png)
(http://ezserver.online/NewSpells/Druid - Form of the Werewolf.png)
(http://ezserver.online/NewSpells/Druid - Purge Weakness.png)
(http://ezserver.online/NewSpells/Druid - Seismic Shift.png)
(http://ezserver.online/NewSpells/Druid - Skin of the Drake Effects.png)
(http://ezserver.online/NewSpells/Druid - Skin of the Drake.png)
(http://ezserver.online/NewSpells/Druid - Timeless Chlorobon.png)
(http://ezserver.online/NewSpells/Druid - Timeless Pack Regeneration.png)
(http://ezserver.online/NewSpells/Druid - Timeless Tempest Wind.png)
(http://ezserver.online/NewSpells/Enchanter - Blast of Vulnerability.png)
(http://ezserver.online/NewSpells/Enchanter - Elemental Rage.png)
(http://ezserver.online/NewSpells/Enchanter - Insanity.png)
(http://ezserver.online/NewSpells/Enchanter - Irrational Irritation.png)
(http://ezserver.online/NewSpells/Enchanter - Keep of Alendar.png)
(http://ezserver.online/NewSpells/Enchanter - Koadic Boundless Intellect.png)
(http://ezserver.online/NewSpells/Enchanter - Masked Strength.png)
(http://ezserver.online/NewSpells/Enchanter - Rune of Denial.png)
(http://ezserver.online/NewSpells/Enchanter - Shield of Eldritch.png)
(http://ezserver.online/NewSpells/Enchanter - Tower of Alendar.png)
(http://ezserver.online/NewSpells/Enchanter - Wail of Tashan.png)
(http://ezserver.online/NewSpells/Mage - Abyssmal Shield.png)
(http://ezserver.online/NewSpells/Mage - Incinerating Aura - Effect.png)
(http://ezserver.online/NewSpells/Mage - Incinerating Aura.png)
(http://ezserver.online/NewSpells/Mage - Malos Malignance2.png)
(http://ezserver.online/NewSpells/Mage - Monster Summoning.png)
(http://ezserver.online/NewSpells/Mage - Tower of Calliav.png)
(http://ezserver.online/NewSpells/Mage and Wizard - Elemental Tower.png)
(http://ezserver.online/NewSpells/Necro - Avatar of Undeath.png)
(http://ezserver.online/NewSpells/Necro - Call of the Lifeless.png)
(http://ezserver.online/NewSpells/Necro - Cloak of the Night.png)
(http://ezserver.online/NewSpells/Necro - Hungering Pyre.png)
(http://ezserver.online/NewSpells/Necro - Incisor of the Unholy.png)
(http://ezserver.online/NewSpells/Necro - Insinuations of Mori.png)
(http://ezserver.online/NewSpells/Necro - Kiss of Corath.png)
(http://ezserver.online/NewSpells/Necro - Unholy Shackles.png)
(http://ezserver.online/NewSpells/Necro - Wicked Apparition.png)
(http://ezserver.online/NewSpells/Paladin - Celibate Devotion.png)
(http://ezserver.online/NewSpells/Paladin - Crusader Fury - EFFECT.png)
(http://ezserver.online/NewSpells/Paladin - Crusader Fury.png)
(http://ezserver.online/NewSpells/Paladin - Holy Zealotry - EFFECT.png)
(http://ezserver.online/NewSpells/Paladin - Holy Zealotry.png)
(http://ezserver.online/NewSpells/Paladin - Wave of Purity.png)
(http://ezserver.online/NewSpells/Ranger - Brushcoat.png)
(http://ezserver.online/NewSpells/Ranger - Burning Tender.png)
(http://ezserver.online/NewSpells/Ranger - Elysian Water.png)
(http://ezserver.online/NewSpells/Ranger - Fistful of Arrows.png)
(http://ezserver.online/NewSpells/Ranger - Gale Force2.png)
(http://ezserver.online/NewSpells/Ranger - Howl of the Huntmaster.png)
(http://ezserver.online/NewSpells/Shaman - Acquittal of the Tribunal.png)
(http://ezserver.online/NewSpells/Shaman - Baited Breath.png)
(http://ezserver.online/NewSpells/Shaman - Blasphemous Tongue.png)
(http://ezserver.online/NewSpells/Shaman - Erratic Flashbacks.png)
(http://ezserver.online/NewSpells/Shaman - Explosive Energy.png)
(http://ezserver.online/NewSpells/Shaman - Form of Ancient Spirits.png)
(http://ezserver.online/NewSpells/Shaman - Frozen Fury.png)
(http://ezserver.online/NewSpells/Shaman - Kiss of Antraygus.png)
(http://ezserver.online/NewSpells/Shaman - Remissive Remedy.png)
(http://ezserver.online/NewSpells/Shaman - Runic Blessing of the Tribunal.png)
(http://ezserver.online/NewSpells/Shaman - Smallest Terror.png)
(http://ezserver.online/NewSpells/Shaman - Snake Kiss.png)
(http://ezserver.online/NewSpells/SK - Call of the Void - EFFECT.png)
(http://ezserver.online/NewSpells/SK - Call of the Void.png)
(http://ezserver.online/NewSpells/SK - Cloak of Anarchy.png)
(http://ezserver.online/NewSpells/SK - Thirst of Muram.png)
(http://ezserver.online/NewSpells/SK - Voice of Cazic - EFFECT.png)
(http://ezserver.online/NewSpells/SK - Voice of Cazic.png)
(http://ezserver.online/NewSpells/Wizard - Brilliant Ember.png)
(http://ezserver.online/NewSpells/Wizard - Curious Creation.png)
(http://ezserver.online/NewSpells/Wizard - Deafening Silence.png)
(http://ezserver.online/NewSpells/Wizard - Eldritch Ward.png)
(http://ezserver.online/NewSpells/Wizard - Essencesink.png)
(http://ezserver.online/NewSpells/Wizard - Harvest.png)
(http://ezserver.online/NewSpells/Wizard - Portals 1.png)
(http://ezserver.online/NewSpells/Wizard - Portals 2.png)
(http://ezserver.online/NewSpells/Wizard - Static Burst.png)
(http://ezserver.online/NewSpells/Wizard - Tower of Calrena.png)
(http://ezserver.online/NewSpells/Wizard and Enchanter - Polarity Flux.png)


Title: Re: Update (Spells)
Post by: Digz on April 15, 2012, 06:33:48 am
oh man its like waking up x-mas morning and theres 190 presents under the tree! :D


Title: Re: Update (Spells)
Post by: Digz on April 15, 2012, 06:54:02 am
oh bone charm of shadoo & shadoo II have different item ids but the same effect id


Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 07:15:48 am
oh bone charm of shadoo & shadoo II have different item ids but the same effect id

Good catch. I was looking at the spell in the database and it showed it had the right values. Problem was the spell id was used twice for 2 scroll (items).

Fixed it in the db already.

Thanks


Title: Re: Update (Spells)
Post by: Fugitive on April 15, 2012, 08:46:15 am
Holy SH@T monkey Batman!

 ;D

Looks like I got a New task as in more lootz to get and spells to mem!!


Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 09:34:16 am
Task?

Read here for idea of where spells might be dropping:

http://ezserver.online/forums/index.php?topic=2726.msg36068#msg36068


Title: Re: Update (Spells)
Post by: oldepharte on April 15, 2012, 09:55:14 am
Amazing amount of work there, thank you for doing that on our behalf.

Skeezy Ratty Troll


Title: Re: Update (Spells)
Post by: Kwai on April 15, 2012, 10:40:05 am
Awesome work you two!  Thank you.


Title: Re: Update (Spells)
Post by: Fjord on April 15, 2012, 10:47:28 am
I think you two put more work into this game than the entire EQ Live Dev team has in the past two years. Great job guys.


Title: Re: Update (Spells)
Post by: Iichigo on April 15, 2012, 11:27:58 am
I have a couple of questions, not sure if they were answered in the other thread. Im working on T4, and just for example the paladin cleanse off kronos, if I want it, I have to go back and farm t2? And I assume he wont always drop it? Is it possible to add some of the previous tier spells to the merchants in the zones past them? IE qvic,tacvi spells to the pod merchant, the t1,t2 spells to the hoh/pos merchant, and the t3/t4 to something in t5 (assuming there is one)?

Second, are dot damage's going to be increased by sorc charms? Along with this, is the bard group weapon proc going to be increased by the sorc charm? If so, will it be by player or increased off the bard's charm?


Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 11:32:41 am
I don't know about your Bard questions, guess we'll see when players test that part out.

We will probably allow sorcerers and ultimate charms increase DoTs soon.

A lot of the spells have 2-3 ranks per set. So you would only need to farm the highest rank that you can achieve. So if a Paladin spell drops Rank 1 in T1, Rank 2 in T3, and Rank 3 in T5, and your in T5, then you'd just want to farm that T5 version. No, they will not be available by vendors, and yes they will be rare drops, or at least not dropping every time a boss is killed. So over all yes you'll have to play and farm to start acquiring these spells. Every tier will not drop every spell, so you may have to farm aprox 2 different tiers to get a full set of spells for your class.


Title: Re: Update (Spells)
Post by: Iichigo on April 15, 2012, 11:44:41 am
Thanks. One other question on the cleric pet. Since they do not have pet affinity how will the heal work off of it?


Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 11:46:12 am
I don't know? I guess we'll see. I haven't personally tested the cleric pet except to make sure the NPC exist and the spells looked good through MQ2.

I'm assuming Pet Affinity is an AA ability? I could try to add Clerics to that.


Title: Re: Update (Spells)
Post by: Natedog on April 15, 2012, 12:12:11 pm
I see a possible bug in one of the spells... Chorus of the Risen by bards...

Increase stamina loss by 100  ---- Thus ticking and LOSING stamina

shouldn't it be...

Decrease stamina loss by 100 ---- Like how Invigor is worded


If the stamina loss was intended then ignore this! Thank you =D


Title: Re: Update (Spells)
Post by: hateborne on April 15, 2012, 12:52:43 pm
I have a couple of questions, not sure if they were answered in the other thread. Im working on T4, and just for example the paladin cleanse off kronos, if I want it, I have to go back and farm t2? And I assume he wont always drop it? Is it possible to add some of the previous tier spells to the merchants in the zones past them? IE qvic,tacvi spells to the pod merchant, the t1,t2 spells to the hoh/pos merchant, and the t3/t4 to something in t5 (assuming there is one)?

Second, are dot damage's going to be increased by sorc charms? Along with this, is the bard group weapon proc going to be increased by the sorc charm? If so, will it be by player or increased off the bard's charm?

As Hunter mentioned, there will not be any easy route for those well past the content. If you need/want a certain spell, go farm it's highest rank (available to you). Also, all of these spells were written with the intention of removing the DoT restriction on Sorc/UC charms.

So...yeah. Shaman, necromancers, druids (once spells are written), and possibly a single enchanter DoT-line will finally see loving.

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 15, 2012, 12:53:33 pm
I see a possible bug in one of the spells... Chorus of the Risen by bards...

Increase stamina loss by 100  ---- Thus ticking and LOSING stamina

shouldn't it be...

Decrease stamina loss by 100 ---- Like how Invigor is worded


If the stamina loss was intended then ignore this! Thank you =D

I will look into this.

-Hate


Title: Re: Update (Spells)
Post by: Iichigo on April 15, 2012, 03:38:11 pm
I see a few spells that are only going to have one version coming out. Those are the only ones I am really concerned on. If they are on specific mobs that I have to backtrack for, meh. Its not like its game breaking, I just dont want to have to go back to farm. The mage group coh, paladin cleanse, shadowknight aoe agro spell are among some of the few. I guess we will just have to wait to see what mobs they are listed on, or is this complete drop list going to be revealed?



Title: Re: Update (Spells)
Post by: Hunter on April 15, 2012, 03:46:19 pm
I'm sure there will be plenty of rots for you to buy off other players as long as your flagged for the zone :)


Title: Re: Update (Spells)
Post by: Iichigo on April 16, 2012, 06:52:30 pm
One other thing, if you do happen to add pet affinity to the cleric (not sure if the heal it procs is meant to keep it alive, or just extra healing for the group till it dies) but could you add it to bard too? Would be nice if the mushroom could keep up with him


Title: Re: Update (Spells)
Post by: hateborne on April 16, 2012, 06:59:15 pm
One other thing, if you do happen to add pet affinity to the cleric (not sure if the heal it procs is meant to keep it alive, or just extra healing for the group till it dies) but could you add it to bard too? Would be nice if the mushroom could keep up with him

>_>


Title: Re: Update (Spells)
Post by: Griz on April 16, 2012, 07:25:58 pm
Do the resist buffs increase the resist cap? Pretty much everyone is maxed out in all resists by the time they get qvic or tacvi gear, and a lot of mobs in PoD+ have unresistable or -1000 resist mod aoes.

Also, I'm excited that SKs are getting a cool damage proc spell, though I'm concerned that the healing penalty isn't strong enough. The way that healing mods currently work, they are additive. With a UC, kronos's healing debuff barely does anything to me, because it's subtracting like 50% from 700%. Is the intention to make SKs do more damage with the proc, but be 100% reliant on another player to heal them? Cool idea if so.


Title: Re: Update (Spells)
Post by: hateborne on April 16, 2012, 07:53:21 pm
Do the resist buffs increase the resist cap? Pretty much everyone is maxed out in all resists by the time they get qvic or tacvi gear, and a lot of mobs in PoD+ have unresistable or -1000 resist mod aoes.

You are pretty much correct, I am still tinkering with an effect to reduce the damage of certain spell types (with those buffs). The resist add-ins are really just to prevent it from having every buff constantly overwriting the previous.

Also, I'm excited that SKs are getting a cool damage proc spell, though I'm concerned that the healing penalty isn't strong enough. The way that healing mods currently work, they are additive. With a UC, kronos's healing debuff barely does anything to me, because it's subtracting like 50% from 700%. Is the intention to make SKs do more damage with the proc, but be 100% reliant on another player to heal them? Cool idea if so.

You are correct Griz. The intention was to GREATLY knock down the heal amount (not to zero, but pretty damn close). On my test environment, I can only test so much. The heal debuff was inconsistent. It seemed at times to actually be true total healing adjustment while other times it was 75% off of ~600%. With some testing here, Hunter or I can set a safe value. The idea was to give the SKs the option to go DPS at the cost of the survivability. May tack on a damage RECEIVED bonus both to block Stonewall and to help fight against players going back a few tiers and utterly decimating.

-Hate


Title: Re: Update (Spells)
Post by: Kwai on April 16, 2012, 10:03:02 pm
Quote
and to help fight against players going back a few tiers and utterly decimating.


Umm... why exactly would we want to expend effort on that?  Isn't that just a fact of gaming life?  It seems to me that any time and energy in that area should be devoted toward eliminating the need or desire to return to previous zones, or just concede that a T6 geared player is going to slaughter large rats in Freeport and move on.


Title: Re: Update (Spells)
Post by: hateborne on April 16, 2012, 11:32:43 pm
Quote
and to help fight against players going back a few tiers and utterly decimating.


Umm... why exactly would we want to expend effort on that?  Isn't that just a fact of gaming life?  It seems to me that any time and energy in that area should be devoted toward eliminating the need or desire to return to previous zones, or just concede that a T6 geared player is going to slaughter large rats in Freeport and move on.

Because I have the effort to expend. That and because I don't want to see the SK become so overpowered that everyone rushes to them, exploits them, and they are nerfed back into the stone age.

I am trying to prevent EXTREME unbalance, not merely higher tiered crushing lower tiers. I am trying to prevent the SK from getting an on-par version of the spell and INSTANTLY trivializing everything below. Eventually, yes I expect the character to hit that point naturally. One spell should not do it though.

(did that clarify anything?)


-Hate


Title: Re: Update (Spells)
Post by: Kwai on April 17, 2012, 11:59:22 am
My question wasn't about over balance and the creation of the new superstar class.  I don't want that anymore than any other long term player here.  My question was simply... why worry about a top tier player decimating content several levels lower? 

If there is concern anywhere with balance I believe it should be viewed in context.  I see no reason to start looking under rocks in QVIC when Anguish gear players start pulling the zone.

I appreciate your efforts and the time you spend correcting and improving the server and have given suggestions and support in this endeavor.  I agree with 99.9% of what you say and do and how you do it.  This one subject may well be the .1% where I do not.  I just see no reason to worry about balancing upper tiers based on what they can do several levels lower.

If adding a spell to the SKs line up would truly be game breaking in the lower tiers (and I don't think it matters as long as it is obtained at the higher levels) would it not be possible to block that spell in those zones?  Much like Levitation in Velks?


Title: Re: Update (Spells)
Post by: Griz on April 17, 2012, 01:21:45 pm
the 'Matyr' [sic] line of spells should be spelled 'Martyr.'

/ducks


Title: Re: Update (Spells)
Post by: Digz on April 17, 2012, 01:26:49 pm
any specific reason why necro's are the only pet class to not get any type of mitagation spells for their pets?


Title: Re: Update (Spells)
Post by: Gyan1010 on April 17, 2012, 01:38:33 pm
any specific reason why necro's are the only pet class to not get any type of mitagation spells for their pets?

Um lets see, because healing themselves for 25k every second with the lifetap just about covers it. As long as the mitigation isn't MORE effective than this, then there is no reason to give it to them. Necro 4.0 pets can solo half the T3 bosses already.


Title: Re: Update (Spells)
Post by: Digz on April 17, 2012, 02:33:15 pm
the main reason pet classes got the pet mitigation spell line in the first place was so that they dont get 1 shot in T5+,hows a lifetap help them in that situation? im sure the lifetap is whats in the way right now from them getting the spell, just sucks theyre going to stay at the bottom of the barrel in end-game content because of it.


Title: Re: Update (Spells)
Post by: hateborne on April 17, 2012, 04:19:03 pm
any specific reason why necro's are the only pet class to not get any type of mitagation spells for their pets?
the main reason pet classes got the pet mitigation spell line in the first place was so that they dont get 1 shot in T5+,hows a lifetap help them in that situation? im sure the lifetap is whats in the way right now from them getting the spell, just sucks theyre going to stay at the bottom of the barrel in end-game content because of it.

The necro is currently top of the game solo class until pretty much t3 bosses. The necro has some digusting DoT lineups coming. The necromancer will be putting out formidable DPS but will require more than "Pet Attack & FD".

If you would like, we could remove the lifetap and give them standard mitgation tools. The trade off would be the inability to FD-solo all of the game up to T4. Can anyone else comment if necros are truly this 'bad'?

-Hate



Title: Re: Update (Spells)
Post by: Digz on April 17, 2012, 04:23:46 pm
people aren't going to want to give up the lifetap for mitigation because 1) people love ez mode and 2) theres way more people that play necros in T3 and lower then there is in T5 and above.  it'll be hard to find a middle ground on this one


Title: Re: Update (Spells)
Post by: Gyan1010 on April 17, 2012, 04:45:51 pm
people aren't going to want to give up the lifetap for mitigation because 1) people love ez mode and 2) theres way more people that play necros in T3 and lower then there is in T5 and above.  it'll be hard to find a middle ground on this one

If you want a trade off I guess could be a buff that does like Hate wants with SK, lower the healing ability and increase the dps and maybe add some mitigation.


Title: Re: Update (Spells)
Post by: Felony on April 17, 2012, 05:51:34 pm
Quote
and to help fight against players going back a few tiers and utterly decimating.


Umm... why exactly would we want to expend effort on that?  Isn't that just a fact of gaming life?  It seems to me that any time and energy in that area should be devoted toward eliminating the need or desire to return to previous zones, or just concede that a T6 geared player is going to slaughter large rats in Freeport and move on.

Because I have the effort to expend. That and because I don't want to see the SK become so overpowered that everyone rushes to them, exploits them, and they are nerfed back into the stone age.

I am trying to prevent EXTREME unbalance, not merely higher tiered crushing lower tiers. I am trying to prevent the SK from getting an on-par version of the spell and INSTANTLY trivializing everything below. Eventually, yes I expect the character to hit that point naturally. One spell should not do it though.

(did that clarify anything?)


-Hate
Hate-
Seriously... going to fucking worry about a geared player going back a tier or two and slaughtering??
Pretty sure I havnt seen anyone geared through T5 nerfed for rushing qvic in 20seconds.
Waste of time and effort to worry about shit like that.
Whatever floats your boat tho, I'll support it even if I think your silly as shit.
Love b-


Title: Re: Update (Spells)
Post by: hateborne on April 17, 2012, 07:10:07 pm
Hate-
Seriously... going to fucking worry about a geared player going back a tier or two and slaughtering??
Pretty sure I havnt seen anyone geared through T5 nerfed for rushing qvic in 20seconds.
Waste of time and effort to worry about shit like that.
Whatever floats your boat tho, I'll support it even if I think your silly as shit.
Love b-

Quote
Pretty sure I havnt seen anyone geared through T5 nerfed for rushing qvic in 20seconds.

That is nearly a 6 tier jump. I don't give a damn. What I am trying to prevent is ExampleSKGuy getting this spell in say TACVI and INSTANTLY trivializing QVIC. Or ExampleSKGuy getting the next one in T3 to INSTANTLY trivialize T2. I don't mean being able to handle things easier, talking "lolafkGG" easy.

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 17, 2012, 07:11:49 pm
the 'Matyr' [sic] line of spells should be spelled 'Martyr.'

/ducks

Yeah, I had typo'ed the bloody thing and simply forgotten. Thanks for the heads up. :-D

-Hate


Title: Re: Update (Spells)
Post by: oldepharte on April 18, 2012, 06:52:46 am
I don't mean being able to handle things easier, talking "lolafkGG" easy.

-Hate


Wait.... you're talking about removing the Ultimate Charm here?  Cause that sucker sure as all get-out makes things "lolafkGG" easy.  Just saying....

/em grins and giggles and ducks and hides.

Skeezy Ratty Troll


Title: Re: Update (Spells)
Post by: hateborne on April 18, 2012, 09:01:31 am
I'm going to cut you.

-Hate


Title: Re: Update (Spells)
Post by: Iichigo on April 18, 2012, 11:15:25 am
Since I play a necro also, had an idea on the pet. What about adding an augment spell like the mage maybe have it add a bit more haste then the augmentation of death we use currently. Also have it add say 50k hps or something? Would just help keep them alive, maybe add a small increase in dps to keep up with the mage pet that is getting a pretty hefty buff come t5 or 6. Even with the added dots, the necro will be still pretty low on dps(I compare it to mage with t4 nuke), but Ill still continue to keep him in my group regardless. It would be cool to add the increase in spell damage to the pet as well, would keep them closer in dps.

Also, I know its small, but playing one on live why froglock illusion? Maybe make it a dead froglock? I liked the spectre/skel looks, but frog? Shade model in ldon2, the keeper of past lore I think? Something more "dead" would be cool


Title: Re: Update (Spells)
Post by: Griz on April 18, 2012, 11:54:13 am
Is there a list of what npc models are in the global file?


Title: Re: Update (Spells)
Post by: Drezden on April 18, 2012, 03:55:32 pm
Is there a list of what npc models are in the global file?

Here a list I found that goes up to HoT. Of course it depends on the client, but UF clients global's should be reflected in the list.

This list is basically everything that can be spawned in the UF client, some will not render in older clients no matter what you do, so it takes UF client to make full use of it.


Title: Re: Update (Spells)
Post by: Griz on April 18, 2012, 05:34:22 pm
Hmm, froglok ghouls and DoDH zombies are in the global load.


Title: Re: Update (Spells)
Post by: hateborne on April 18, 2012, 08:17:05 pm
Hmm, froglok ghouls and DoDH zombies are in the global load.

Are you looking at the list from Drezden's post? If so, those are global for UF only. We still have PLENTY not on Underfoot. Those without it would simply be seeing mobs die (or themselves die) to invisible objects. If not, please link your reference.  :-)

-Hate


Title: Re: Update (Spells)
Post by: lerxst2112 on April 18, 2012, 08:51:49 pm
Ordinarily if a model isn't in the global or zone file it'll just default to human, so no worries about invisible dudes killing you.


Title: Re: Update (Spells)
Post by: Griz on April 18, 2012, 10:21:25 pm
Quote
27-Froglok/Froglok Ghoul-Global-globalfroglok_chr
471-Zombie (New)-Global-zmf.eqg-zmm.eqg

according to that linked file


Title: Re: Update (Spells)
Post by: Drezden on April 18, 2012, 10:41:48 pm
you'll need to cross reference it with a SoD globalload.txt file. I don't think either are in default SoD global though.


Title: Re: Update (Spells)
Post by: hateborne on April 18, 2012, 10:52:18 pm
Ordinarily if a model isn't in the global or zone file it'll just default to human, so no worries about invisible dudes killing you.

Heh not sure if that is any real improvement. :-)

Lerxst, if you have any experience with some moderately complex Perl and DBI nonsense...mind if I PM you? I have broken something and need a second set of eyes to point at the obvious mistake and laugh.

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 18, 2012, 11:21:52 pm
Fixes for cleric spell

Code:
UPDATE items SET name = replace(name, 'Matyr', 'Martyr') WHERE id = 125061 or id = 125062;

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 20, 2012, 01:15:45 am
Form of the Werewolf has haste DEBUFF.
Purge Weakness is level 52 (needs 70).
Celibate Duration needs to be 18-60 seconds.
Baited Breath disease counter.
Blasphemous Tongue poison counter.
Remissive Remedy durartions needs to be 24-32.
Snake's Kiss poison counter.
JACK 'Call of the Void' healing numbers. Rank/Effect:  1/ -100%, 2/ -225%, 3/ -500%.
Fix/remove stuns for Harvest spells.

Fix inc tomorrow morning

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 20, 2012, 06:28:26 pm
Haven't forgotten about these fixes, just haven't had time yet. Actually had things to do at work (for first time in ~3 days) today.

-Hate


Title: Re: Update (Spells)
Post by: hateborne on April 20, 2012, 09:42:56 pm
Fixes from above:
Code:
UPDATE spells_new SET effect_base_value3 = 150 WHERE id = 10102 or id = 10104; -- fixing haste DEBUFF on form of the werewolf (apparently numbers below 100 equal a slow)
UPDATE spells_new SET formula1 = 100, formula2 = 123 WHERE id in (10197, 10198, 10195, 10196, 10199, 10200); -- fixing randomint formula (got placement wrong first time)
UPDATE spells_new SET effect_base_value3 = -100 WHERE id = 10219; -- call of void, adjusting heal debuff
UPDATE spells_new SET effect_base_value3 = -225 WHERE id = 10221; -- call of void, adjusting heal debuff
UPDATE spells_new SET effect_base_value3 = -500 WHERE id = 10223; -- call of void, adjusting heal debuff
UPDATE spells_new SET effect_base_value2 = 5000, max2 = 70, effect_limit_value2 = 5250 WHERE id >= 10228 and id <= 10231; -- fix harvest stun


-Hate