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Thibor24
10-27-2006, 11:34 PM
<DIV>Does increasing your subjugation skill help charm break less often?</DIV> <DIV> </DIV> <DIV>I havn't seen this in any of the charm faq's.</DIV> <DIV> </DIV> <DIV>thanks</DIV>

electricninjasex
10-27-2006, 11:45 PM
The empirical evidence says yes.  I was unable to hold charms in Nizara or land mezzes as easily while naked.<div></div>

Korpo
10-28-2006, 01:36 AM
Subj helps your control spells land, but doesn't say anything about keeping them maintained. However, since charm can break at random times, I'm guessing the mechanic is something along the lines of the spell automatically trying to re-charm every minute or something, and if one of those gets resisted you have a break. So yeah, subj does seem to help with it.<div></div>

Tanatus
10-28-2006, 07:28 AM
<P>Tested...</P> <P>No effect what so ever ... Actually higher Subj lead to to higher rate of charm brake (but not statistical meaninfull like 5-7% chance higher Subj 350 and Subj 420, pet LOA berserker lvl 64 mob) Conclusion - increase subj - [expletive haxx0red by Raijinn] up duration of charm in raid zones</P>

freesee
10-30-2006, 12:17 PM
Im level 70 coercer my subjugation is at 426 maxed and then some, I hae M1 Domination and dont have a lot of problems in nizara with charmed mobs breaking, one or twice at most.Outside nizara it seems to break more for some reason, but not as much when it was at adept III<div></div>

Kyriel
10-30-2006, 02:23 PM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <P>Tested...</P> <P><STRIKE>No effect what so ever ... Actually higher Subj lead to to higher rate of charm brake (but not statistical meaninfull like 5-7% chance higher Subj 350 and Subj 420, pet LOA berserker lvl 64 mob) Conclusion - increase subj - [expletive haxx0red by Raijinn] up duration of charm in raid zones</STRIKE></P><BR> <HR> </BLOCKQUOTE><BR>What tanatus says (like most of the time) is wrong.  The answer is yes. It helps against resists for landing, and for maintaining charm.<p>Message Edited by Zemfira on <span class=date_text>10-30-2006</span> <span class=time_text>01:24 AM</span>

Tanatus
10-31-2006, 09:28 AM
<P>Lol Zemfira yet not level 70 but already actively trying to critize one of the patriahs .... lol </P> <P>But just for reference I recomend you read all what developers said about skill .... to save you headache going trough all thier posts</P> <P>As per person who developed it:</P> <P>Skill increase will help you against mobs that cons LOWER then you and effect nearly declined at EVEN cone and wont affect ORANGE and RED conned mobs.... But guess what lol? vs. green/blue conned mobs your masters spells never bonce anyway.</P> <P>In EQ2 much like it was in EQ1 - level is God, spell quality is the King</P> <P>Believe you or not but with zero subj and apprentice 1 spell you will be have better success in landing spells on mob that 5 level below you (green con) then with 450 subj and master spells then you trying to land spell on orange conned mob</P>

Dekiri
10-31-2006, 02:13 PM
<div><blockquote><hr>Tanatus wrote:<div></div> <p>Lol Zemfira yet not level 70 but already actively trying to critize one of the patriahs .... lol </p> <p>But just for reference I recomend you read all what developers said about skill .... to save you headache going trough all thier posts</p> <p>As per person who developed it:</p> <p>Skill increase will help you against mobs that cons LOWER then you and effect nearly declined at EVEN cone and wont affect ORANGE and RED conned mobs.... But guess what lol? vs. green/blue conned mobs your masters spells never bonce anyway.</p> <p>In EQ2 much like it was in EQ1 - level is God, spell quality is the King</p> <p>Believe you or not but with zero subj and apprentice 1 spell you will be have better success in landing spells on mob that 5 level below you (green con) then with 450 subj and master spells then you trying to land spell on orange conned mob</p><hr></blockquote>You do realize that your "answer" has nothing to do with the content of your first post in this thread? I really suggest that you don't post anymore since you obviously only troll and are even bad at that. That the positive effect the subjugation skill is declining the higher the mobs are is not surprising to anyone and it is also not the topic of this thread. Fact is that subjugation skill does help with charm and does help with the periodic resists, wich you denied (like a noob) How much it helps versus higher mobs is another deal, but not what this post here was about.Your commnet that higher subjugation leads to higher charm breaks is soo far off reality and such a made up nonsense that i really don't believe how you could think ANYONE with half a brain would believe you.You are really an idiot.</div>

JackAll
10-31-2006, 03:01 PM
<P>All I see here is a lot of ppl going for the man.</P> <P>Ppl like Dekiri here say that Tanatus is a troll because he doesnt agree. Thats just pathetic.</P> <P>When you read this thread you see that one person has tested it. Every one else has a "feeling"</P> <P>If you think Tanatus is wrong then go test it and post the results. Till then you might wanna be a little more carefull with your "facts"</P>

Dekiri
10-31-2006, 03:30 PM
<div></div><blockquote><hr>JackAll wrote:<div></div> <p>All I see here is a lot of ppl going for the man.</p> <p>Ppl like Dekiri here say that Tanatus is a troll because he doesnt agree. Thats just pathetic.</p> <p>When you read this thread you see that one person has tested it. Every one else has a "feeling"</p> <p>If you think Tanatus is wrong then go test it and post the results. Till then you might wanna be a little more carefull with your "facts"</p><hr></blockquote>Did you even read the thread before you replied? He said he tested it and it makes it harder to charm and charms break more in his first post and in the second post he says that subjugation helps on lower level mobs and that the effect declines as the mobs con harder until the point that it has no effect anymore or almost. He is completly contradicting himself and he has not "tested it" he is just spouting nonsense, because i sure did not see logs posted by him. This is the internet, the chance that you find someone who has a minimum knowledge about how to properly test something AND the will to do so and is not just making things up saying "i have tested it" is so slim that you can safely assume he is talking nonsense. If you look at most of his posts he always claims to know everything and saying "i have tested it" doesn't make it more valuable, because he usually is wrong. He is not always wrong though, he was right in the mez discussion, but that doesn't mean he is making good arguments. <div></div>Not to mention  that the chance that his testing was done properly (if he did it) is extremly slim, because he would have had to test it over a very long time period and under the same circumstances EVERYTIME (wich is impossible with the random resist values on the mobs btw, unless you are a dev) or test it so often that the randomness of mob resists would be unimportant statistically. He claims to be a top coercer on his server, wich i am just going to believe, that does not make him any better though then any other coercer... in fact it makes it almost impossible for him to have the time to test stuff properly, because a raiding guild on that level is a serious time commitment.(i speak from experience here) On top of all that .. all people who really test something actually post the logs, because they want to show off thier efforts, and unless he really doesn't feel like looking important(lol here) he would have posted sides of logs to show of how cool he is.So again please read and think before posting.<p>Message Edited by Dekiri on <span class=date_text>10-31-2006</span> <span class=time_text>02:34 AM</span>

Kyriel
10-31-2006, 04:55 PM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <P>Lol Zemfira yet not level 70 but already actively trying to critize one of the patriahs .... lol </P> <P>But just for reference I recomend you read all what developers said about skill .... to save you headache going trough all thier posts</P> <P>As per person who developed it:</P> <P>Skill increase will help you against mobs that cons LOWER then you and effect nearly declined at EVEN cone and wont affect ORANGE and RED conned mobs.... But guess what lol? vs. green/blue conned mobs your masters spells never bonce anyway.</P> <P>In EQ2 much like it was in EQ1 - level is God, spell quality is the King</P> <P>Believe you or not but with zero subj and apprentice 1 spell you will be have better success in landing spells on mob that 5 level below you (green con) then with 450 subj and master spells then you trying to land spell on orange conned mob</P><BR> <HR> </BLOCKQUOTE> <P><BR>God you are so [expletive haxx0red by Raijinn]. It pains me every time you post. Yes.. sometimes you are right.. but 90% of the time all your posts are full of [expletive haxx0red by Raijinn] giving all the new coercers wrong info and like D said.. No logs for your "tests".</P> <P> And I'm not 70 yet? What? Me--> <A href="http://eq2players.station.sony.com/en/player.vm?characterId=430447111" target=_blank>http://eq2players.station.sony.com/en/player.vm?characterId=430447111</A> and my guild... <A href="http://www.heroes-fate.com" target=_blank>www.heroes-fate.com</A> I know nothing right..... *rolls-eyes* I can solo <EM>almost </EM>anything (heroic+yellows), and you know what? I have a full set of Subjugation gear. </P> <P>Of course a mob 5 levels below you, your spells will land with no problem. But what your saying is that <U>max subj and master 1 spell on an orange mob makes it easier to resist</U>. Just that sentance sounds like bull[expletive haxx0red by Raijinn].  </P> <P>I neither have any logs, but if I'm off soloing heroic instances and I dont have any subjugation gear on, my charms always break before the timer is up. And then I switch on all my subjugation gear (its 430 somthing i think? not sure, im not in game atm) and my charm stays for the full duration. </P> <P>You just need to stop posting saying you know everything because you obivously dont. </P> <P><FONT size=4>As for the OP.. like i said... YES subjugation helps.</FONT> </P>

gracjan-s
10-31-2006, 04:58 PM
Dekiri, maybe you should read Tanatus replay again, because his are almost the best in this thread. I dont know if he is right, but it is written logically and referred to the topic.

Dekiri
10-31-2006, 05:04 PM
<div></div><div></div><div></div><div></div><div></div><div></div>The second one is partitally on spot wich i also said i believe. It is completly contradicting his first post though. For the people backing him on his nonsense i am not sure are you either completly unable to read and comprehend or are you his alts? Claiming logic on what he presented in this thread is so crazy that i really can't believe you guys are sane. How can it be logical to claim that two complelty opposite things are true? The basic point is that a higher subjugation skill does not make charm easier to resist for mobs.... AT ALL. The opposite is the truth wich he pointed out in his second post. I will also state it again so everyone can read it:Higher subjugation skill does help your charms go through and will also help with the periodic resists when it checks for charm to break. The effect of this will of course decline the higher the mobs are relative to your own level and subjugation skill. It will also have close to none or no effect on mobs higher then yourself (yellow orange and red mobs).<div></div><p><span class="date_text"></span><span class="time_text">What i believe is still debatable is if 1 subjugation and for example 300 subjugation make a difference on a yellow con mob or if it means that if you have more then your regular maximum for your level it will not have any additional effect.</span></p><p><span class="date_text"></span><span class="time_text"></span></p><p>Message Edited by Dekiri on <span class=date_text>10-31-2006</span> <span class=time_text>05:15 AM</span>

Kyriel
10-31-2006, 05:18 PM
<DIV> <DIV> <BLOCKQUOTE> <P>It doesn't work like it did Pre LU13, where a +25 skill increase actually changed the effective level of the spell by 5 levels. Now it acts as a modifier, so that even with a +25 skill increase, it doesn't mean that you have an even chance at hitting things 5 levels above the caster than if they weren't using the buff. Against most even con or lower con opponents, your spells are going to land most of the time anyway, so that little room for improvement makes its benefits less perceptibe (but they're still taking effect). <U>However against higher con targets, being able to land spells more often is relatively noticeable,</U> but again, the post LU13 environment means that the higher the con, the more diminished the benefit (you'll see a better bonus amount for landing on yellows than high oranges and reds).<BR></P> <P></P> <DIV>=============================================<BR>Jared Sweatt<BR>EverQuest II Spells, Achievements, and Gameplay Designer</DIV> <P> </P> <P> </P> <P>There's still every reason to find +casting skill gear <U>and it does make it less difficult to land spells on higher cons, <FONT color=#ff3300>even oranges.</FONT></U> The difference is that the benefit isn't <U>as large</U> against an orange as a yellow, or a red as an orange, because creature con<FONT color=#ffff00><FONT size=5><U> mitigates</U> </FONT></FONT>some of the bonus (the same way physical and spell damage mitigation gets reduced when fighting higher cons). Against lower and even cons, it's more like overkill.<BR></P> <P></P> <DIV>=============================================<BR>Jared Sweatt<BR></DIV> <P> </P> <DIV> <DIV>I ran tests on Seal of Dark Rumination (Master I, <U>+19.2 to all casting skills</U>) as a level 50 Warlock versus a level 59 Kromise (lowest possible red con) using Lightning Burst (disruption skill, magic damage/resist):</DIV> <DIV> </DIV> <DIV>Spell hits without Seal: 11 out of 50</DIV> <DIV><U>Spell hits with Seal: 16 out of 50</U></DIV> <DIV> </DIV> <DIV>Casting skill increases in general appear to be working as intended.</DIV> <P></P> <DIV>=============================================<BR>Jared Sweatt<BR>EverQuest II Spells, Achievements, and Gameplay Designer</DIV></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV></BLOCKQUOTE><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=71486&query.id=0#M71486" target=_blank><FONT color=#c8c1b5></FONT></A></DIV></DIV>

Dekiri
10-31-2006, 06:13 PM
Thanks for pulling that out i was to lazy to search for the actual quotes =)Thats clears up everything i guess now.So it stands that you even benefit from it when it comes to higher cons wich was the last thing i wasn't really 100% sure about.<div></div>

JackAll
10-31-2006, 07:40 PM
<P>If you read my post again you will see that I didnt say I agreed with Tanatus.</P> <P>There has on this board been a long history of actualy testing things out and not just letting your mouth run.</P> <P>The devs are often wrong so if you just take what they say as the truth you will never get any bugs fixed.</P> <P> </P> <P>Back to the point.</P> <P>The latest about buffing casting skill from Scott Hartsman:</P> <UL> <LI><SPAN>Casting Skill bonuses were not balanced in relative benefit that is granted through Melee and Avoidance Skills</SPAN></LI></UL> <BLOCKQUOTE dir=ltr> <P><SPAN>Casters did not have as much incentive to increase their casting skills as melee classes because they did not receive as much benefit when reaching their caps. This resulted in bonuses to skills that favored melee classes much more than casters, which is more apparent in raid situations and fighting overcon encounters. Some of the specifics:</SPAN></P></BLOCKQUOTE> <UL> <UL> <LI><SPAN>Offensive casting skill increases were only half as beneficial as the increased chances to hit offered by melee skill increases.</SPAN> <LI><SPAN></SPAN><SPAN>Debuffing casting skill was also only half as effective as debuffing melee skills.</SPAN> <LI><SPAN></SPAN><SPAN>The Fizzle mechanic filled a gap where beneficial spells did not need a resist check, so Fizzle became a ‘beneficial resist’ chance that could be mitigated with increased skill. It ended up being more of an annoyance than adding any interesting gameplay.</SPAN> <LI><SPAN></SPAN><SPAN>Focus skill had very little impact on damage interrupt rates, and the sources of most interrupts were unavoidable in the form of spell interrupts, stifles, and stuns.</SPAN> <LI><SPAN></SPAN><SPAN>PvP combat became heavily skewed towards melee classes because of non-damage interruptions, fizzles, and resist mechanics.</SPAN></LI></UL></UL> <P><SPAN></SPAN> </P> <P><SPAN>As you can see not even the devs think its worth buffing it.</SPAN></P>

Tanatus
11-01-2006, 08:38 AM
<DIV>Roflmao Zemfira comback here and brag then you can outsolo me in Nizara ... I did soloed first named - no problem....</DIV> <DIV>I repeat again </DIV> <DIV><STRONG><U><EM>DEVELOPERS SAID</EM></U></STRONG></DIV> <DIV>Subjugation <EM><U><STRONG>DO NOT HELP IF MOB HIGHER LEVEL THEN YOU</STRONG> </U></EM></DIV> <DIV>FYI I solo anything that not epic save Young Dragon, Second named and up Nizara and Nek 3</DIV> <DIV> </DIV> <DIV>I have tested IN RAID ZONE stability of charm I have posted it already lvl 64 Amilogian (sp) Berserker LOA</DIV> <DIV>Around 420 subj - averaged duration around 8 min with Master 1 Domination</DIV> <DIV>350 subj - average duration 8.5 min </DIV> <DIV>Hence at best it useless at worst hit make charm less stable </DIV> <DIV> </DIV> <DIV>I DID test on mutiple type of mob - that ONLY factor that DO help is resistance AT THE MOMENT CHARM LANDED. Aka debuffung mental BEFORE charming help A LOT more then +1000000 subj. Chance of charm brake calculates refering resistance AT THE MOMENT of charm. Now reason why pets were usually harder to recharm is server-client lag then information about target resistance haven't been refreshed upon charm brake</DIV> <DIV> </DIV> <DIV>So instead if bull[expletive haxx0red by Raijinn]ing coercer comunity take your time and DO SEARCH then come back and bark</DIV>

Kyriel
11-01-2006, 01:54 PM
<DIV>I rolled my eyes when I saw you replied, and after reading it, I am rolling my eyes again. </DIV> <DIV> </DIV> <DIV>It helps. Not as much against orange or red mobs. But the benefit is still there. because the benefit MITIGATES, just like meelee </DIV> <DIV> </DIV> <DIV>And as far as your 2 times you tested... excuse me while I roll my eyes again. </DIV> <DIV> </DIV> <DIV>Just because I never posted here for 2 years doesnt mean I am not level 70. </DIV> <DIV> </DIV> <DIV>If i was bragging It would be somthing like this " ROFL you noob, I can solo every mob and instance cuz I the best coercer in the [expletive haxx0red by Raijinn] game, Can you solo *etc, etc* or *etc etc*??" .. Yeah. </DIV> <DIV>I was saying what my circumstances were. </DIV> <DIV> </DIV> <DIV>You are purely [expletive haxx0red by Raijinn], How many people have corrected you? I've gone through almost every one of your posts, and after your posts there are always people correcting you because most of the time your confused. </DIV>

Roriondesexiest
11-01-2006, 10:34 PM
<div></div>Well I have found Tantus to usually be spot on when it comes to coercer knowledge.  I have lots of subj gear and master level charms and even have the AA that increases sub skill. Charm seems to break as randomly as it always has, and mez's get resisted from time to time just like they always have. My corpse flames break just like they always do right when I have 5 mobs on me at once...<span>:smileyvery-happy: Oh yeah and big deal we have all solo'd nameds heroics etc... It isn't too hard if you know what you are doing,  usually it just quicker to find a group and do it anyways... </span> <div></div><p>Message Edited by dalessit on <span class=date_text>11-01-2006</span> <span class=time_text>09:36 AM</span>

Aoi
11-02-2006, 02:12 AM
<DIV> <P>Yeah, while Tanatus is a bit abrasive and tends to try to communicate that his way of playing Coercer is the only way, his facts are usually correct (which pains me to say since I have been at odds with him on many a thread).</P> <P>That being said, isn't the upcoming combat revamp going to address the importance (or lack thereof) of buffing casting skills?</P> <P>I think the last thing Zaleo psted was a actually from the combat revamp thread itself.</P> <P>Cyene</P></DIV>

Kyriel
11-02-2006, 05:22 AM
<BR> <BLOCKQUOTE> <HR> Aoine wrote:<BR> <DIV> <P> </P> <P>That being said, isn't the upcoming combat revamp going to address the importance (or lack thereof) of buffing casting skills?<BR></P> <HR> </DIV></BLOCKQUOTE><BR>Yep

Tanatus
11-02-2006, 10:09 AM
<DIV>Jezz I hate then ppl start barking without actually testing thing THEMSELF like I normally do ...</DIV> <DIV> </DIV> <DIV>Once upon time - several months ago I did rather intensive testing various factors using various type of mobs (for pure time constrain purpose I used Dominate M1 instead of Domination M1).</DIV> <DIV>In a shot form results </DIV> <DIV>Subj don't help</DIV> <DIV>Int .... <STRONG><U>DO</U></STRONG> ... help (but we running at max int anyway so pointless)</DIV> <DIV>Initial resistance - help a lot - you can easy see it yourself if you take your time and go Barren sky and charm Orthalian sentry (extremely high initial mental resistance but green con). The only way statistically meaningfull increase average duration of charm those beast is serious mental debuffing BEFORE charm</DIV> <DIV>Quality of charm ... self exlaining</DIV> <DIV>Level ratio - yep - thats the key</DIV> <DIV>Amount of damage mob take - irrelavant (dont affect charm)</DIV> <DIV> </DIV> <DIV>Lol you dont even understand fundamentals how spells like charm work in terms of resistance check </DIV> <DIV>There are 2 resistance check that goes on</DIV> <DIV>a) Initial resistance check - this the ONLY one type of resistance check that EVER was/is affected in any form by subj. Effect so minor then we are talking about anything that even conned and above that its not worth mention plus in RAID ZONE it have even wierd twist - more subj lead to faster charm brake.... Also initial resist check affected by level ratio and quality of charm BUT its capped by 95% aka - no matter what mob always have 5% chance to resist (even with -6000 to mental). </DIV> <DIV>b) Time based resistance check oh! here is interesting things come to play - with M charm resist check occure on more rare occasion and the ONLY factor that play role is "save roll" of mob vs. charm... How save roll is made? Well really simple baseline is resistance of mob ON THE MOMENT OF CHARM (that why so important debuff mob before charming) then that base resistance normalized on level ratio (quality of spell dont play role here ... suprised? - quality of spell affect only how often check been made). Anyway same [expletive haxx0red by Raijinn] - ALWAYS there is 5% chance that mob will make successfull saving trow</DIV> <DIV> </DIV> <DIV>More over there is no plans what so ever change this fundamental mechanic how resist check work... Even if developers will introduce dependence of INITIAL resist check on casting skill it still wont do a [expletive haxx0red by Raijinn] for STABILITY of charm</DIV> <DIV> </DIV> <DIV>Oh btw speaking of history - only once upon time were actually items that increased damage of spell based on skill - wands that were droped from Archilich Udalan - they carried + class specific skills (like nocvigance for warlocks) but in worked in time then damage of spells were scaling with level of caster (and I kinda liked that)</DIV>

Raidi Sovin'faile
11-02-2006, 10:29 AM
The problem with Tanatus' posts is that he always takes the most extreme way of presenting it as possible (small benefit is no benefit at all). Usually accompanied by his abrasive tone, and ad hominem attacks. Many posters do this, it's just that Tanatus isn't afraid to inundate the coercer forum with his opinion.The fact is that it does help a little bit. Enough to be worth it? Only if you like that "less than 10% more effective" bonus... if you don't need it, or if your sampling is so small that you can't notice the difference, then it's not worth.Tanatus' way of saying that is "IT DOES NOTHING". It really does, but just not enough, therefore you must be a complete braincase to even consider increasing your subjugation skill. The "it makes it worse" can be a product of a small sampling size and bad luck on the streakiness of the RNG. It's the same reason brawlers die, and people claim the lotto button is not working. My Bruiser has a 95% chance to FD, yet he failed 4 times in a row. You'd need a sample of 80+ to start seeing that it might be the right %... but who remembers 80 FD's ago... therefore FD is broken starts to crop up.As it is... they are supposedly doubling the maxed effectiveness of capped +skill. Which means we should start seeing some kind of benefit after the update.<div></div>

AdiX__Styxx__
11-02-2006, 08:43 PM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <DIV>Jezz I hate then ppl start barking without actually testing thing THEMSELF like I normally do ...</DIV> <DIV> </DIV> <DIV>Once upon time - several months ago I did rather intensive testing various factors using various type of mobs (for pure time constrain purpose I used Dominate M1 instead of Domination M1).</DIV> <DIV>In a shot form results </DIV> <DIV>Subj don't help</DIV> <DIV>Int .... <STRONG><U>DO</U></STRONG> ... help (but we running at max int anyway so pointless)</DIV> <DIV>Initial resistance - help a lot - you can easy see it yourself if you take your time and go Barren sky and charm Orthalian sentry (extremely high initial mental resistance but green con). The only way statistically meaningfull increase average duration of charm those beast is serious mental debuffing BEFORE charm</DIV> <DIV>Quality of charm ... self exlaining</DIV> <DIV>Level ratio - yep - thats the key</DIV> <DIV>Amount of damage mob take - irrelavant (dont affect charm)</DIV> <DIV> </DIV> <DIV>Lol you dont even understand fundamentals how spells like charm work in terms of resistance check </DIV> <DIV>There are 2 resistance check that goes on</DIV> <DIV>a) Initial resistance check - this the ONLY one type of resistance check that EVER was/is affected in any form by subj. Effect so minor then we are talking about anything that even conned and above that its not worth mention plus in RAID ZONE it have even wierd twist - more subj lead to faster charm brake.... Also initial resist check affected by level ratio and quality of charm BUT its capped by 95% aka - no matter what mob always have 5% chance to resist (even with -6000 to mental). </DIV> <DIV>b) Time based resistance check oh! here is interesting things come to play - with M charm resist check occure on more rare occasion and the ONLY factor that play role is "save roll" of mob vs. charm... How save roll is made? Well really simple baseline is resistance of mob ON THE MOMENT OF CHARM (that why so important debuff mob before charming) then that base resistance normalized on level ratio (quality of spell dont play role here ... suprised? - quality of spell affect only how often check been made). Anyway same [expletive haxx0red by Raijinn] - ALWAYS there is 5% chance that mob will make successfull saving trow</DIV> <DIV> </DIV> <DIV>More over there is no plans what so ever change this fundamental mechanic how resist check work... Even if developers will introduce dependence of INITIAL resist check on casting skill it still wont do a [expletive haxx0red by Raijinn] for STABILITY of charm</DIV> <DIV> </DIV> <DIV>Oh btw speaking of history - only once upon time were actually items that increased damage of spell based on skill - wands that were droped from Archilich Udalan - they carried + class specific skills (like nocvigance for warlocks) but in worked in time then damage of spells were scaling with level of caster (and I kinda liked that)</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>This post is very informative very straight to the point and encouraged me to test some things for myself!</P> <P>The sentries tanatus is talking about are the ones in front of vault i assumed at least! So here is my testing since i ussually go there and when soloing in barren sky i pickup one of those sentries as my pet!</P> <P>First of all b4 reading this post i never debuffed the mental resist check b4 charming i did think of it but just never seemed to do it cause i thought it wouldnt matter cause once charmed i thought it would recheck and reresist every once in a while for breaks and the debuff would be long gone !</P> <P>Anwyays that was the first thing i tested i did 50 charm attempts on same mob (sentries) with adept 3 lvl 62 charm tho not master so that might affect my results a bit too! on 50 charm attempts i had only 2 resists wihtout debuffing and wiht debuffing only 1 resist!</P> <P>Now that was the first test which the debuffing only increased my effectiveness by a lil as in :</P> <P>1. without debuffing 1% resists on 50 initial attempts to charm</P> <P>2. with debuffing 0.5% resists on 50 initial attempts to charm</P> <P>Now after this i put my subj gear on (and yes i know the mob is green bare with me) i dont have that much subj gear but i can get to 400 so i consider the testing valid!</P> <P>1. wihtout debuffing i had 1.5% resists on 50 initial attempts to charm</P> <P>2. with debuffing again 0.5% resists on 50 initial attempts to charm</P> <P>Conclusion is that there isnt really much difference and the 1% to 1.5% might just be unlucky so cant really get a decent conclusion form that however here comes the good stuff!</P> <P>I used my low lvl charm also adept 3 for time saving and just sat there waiting for a break (wihtout the pet getting hit!!! in spell description it says that a bigger break occurs when yer pet gets hurt, ill get to that later)</P> <P>Anyways i was just waiting for charm breaks and at first wihtout subj gear and wihtout debuffs</P> <P>1. no subj gear and no debuffs on initial charm: 25 attempts most lasted full duration but had some breaks on a few cases that lasted only 3 min or so so recharm and restarted timer about 3 times it didnt last full duration on green mob 22 times full duration!</P> <P>2. with subj gear but not debuffing : 25 attempts again 3 breaks</P> <P>3 without subj gear and with debuffing upfront b4 charming 25 attempts 2 breaks</P> <P>4 subj gear and with debuffing upfront 25 attempts 1 break only rest lasted full duration!</P> <P>So even tho this testing i did was very minor and statistically not really admissable i still feel that a lot of what tanatus said is true and yes i learned something fomr his post too cause i never used to debuff b4 charming and it really did help and improved my gameplay too!</P> <P>Anyways my conclusion is that even tho on the initial charm casting subj and debuff doesnt do that much to prevent resists it does seem to help a bit (not too much since 25 isnt a lotta testing again) it does help with the periodic checks as tanatus has stated in his posts!</P> <P>Oh and one more thing i did the same thing for a yellow con mob in nizara and had aroudn the same results with just a few more initial resists and a few more breaks but similar overall since its yellow vs green mob!</P> <P>The others who have been badmouthing tanatus might think b4 they do so again he might sometimes spout some BS out there but he has provided me with a lotta info on my class from the moment i deleted my wizard and rerolled a chanter and if ya do wanna badmouth him do as tanatus says and spend a buncha hours like i did testing what he is trying to tell the community if ya dont believe him!</P> <P>And to Tanatus Thx again for yer insight but you might get better responses from people on these boards if ya would be a lil less abrasive as is stated and i fully agree with that in a previous post on this thread altough i do understand their responses getting out the worsed in you but same can be said about your initial post on this thread! </P>

JackAll
11-03-2006, 12:35 AM
<P>Now THIS is what Im talking about.</P> <P>Thanks for the info</P>

Roriondesexiest
11-03-2006, 12:47 AM
<blockquote><hr>JackAll wrote:<div></div> <p>Now THIS is what Im talking about.</p> <p>Thanks for the info</p><hr></blockquote>Hey, I said the same thing. <font size="1">I just didn't do any actual testing to prove it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></font><div></div>

stargazer5678
11-03-2006, 01:01 AM
<BR> <BLOCKQUOTE> <HR> AdiX__Styxx__ wrote:<BR> <BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <DIV>Jezz I hate then ppl start barking without actually testing thing THEMSELF like I normally do ...</DIV> <DIV> </DIV> <DIV>Once upon time - several months ago I did rather intensive testing various factors using various type of mobs (for pure time constrain purpose I used Dominate M1 instead of Domination M1).</DIV> <DIV>In a shot form results </DIV> <DIV>Subj don't help</DIV> <DIV>Int .... <STRONG><U>DO</U></STRONG> ... help (but we running at max int anyway so pointless)</DIV> <DIV>Initial resistance - help a lot - you can easy see it yourself if you take your time and go Barren sky and charm Orthalian sentry (extremely high initial mental resistance but green con). The only way statistically meaningfull increase average duration of charm those beast is serious mental debuffing BEFORE charm</DIV> <DIV>Quality of charm ... self exlaining</DIV> <DIV>Level ratio - yep - thats the key</DIV> <DIV>Amount of damage mob take - irrelavant (dont affect charm)</DIV> <DIV> </DIV> <DIV>Lol you dont even understand fundamentals how spells like charm work in terms of resistance check </DIV> <DIV>There are 2 resistance check that goes on</DIV> <DIV>a) Initial resistance check - this the ONLY one type of resistance check that EVER was/is affected in any form by subj. Effect so minor then we are talking about anything that even conned and above that its not worth mention plus in RAID ZONE it have even wierd twist - more subj lead to faster charm brake.... Also initial resist check affected by level ratio and quality of charm BUT its capped by 95% aka - no matter what mob always have 5% chance to resist (even with -6000 to mental). </DIV> <DIV>b) Time based resistance check oh! here is interesting things come to play - with M charm resist check occure on more rare occasion and the ONLY factor that play role is "save roll" of mob vs. charm... How save roll is made? Well really simple baseline is resistance of mob ON THE MOMENT OF CHARM (that why so important debuff mob before charming) then that base resistance normalized on level ratio (quality of spell dont play role here ... suprised? - quality of spell affect only how often check been made). Anyway same [expletive haxx0red by Raijinn] - ALWAYS there is 5% chance that mob will make successfull saving trow</DIV> <DIV> </DIV> <DIV>More over there is no plans what so ever change this fundamental mechanic how resist check work... Even if developers will introduce dependence of INITIAL resist check on casting skill it still wont do a [expletive haxx0red by Raijinn] for STABILITY of charm</DIV> <DIV> </DIV> <DIV>Oh btw speaking of history - only once upon time were actually items that increased damage of spell based on skill - wands that were droped from Archilich Udalan - they carried + class specific skills (like nocvigance for warlocks) but in worked in time then damage of spells were scaling with level of caster (and I kinda liked that)</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>This post is very informative very straight to the point and encouraged me to test some things for myself!</P> <P>The sentries tanatus is talking about are the ones in front of vault i assumed at least! So here is my testing since i ussually go there and when soloing in barren sky i pickup one of those sentries as my pet!</P> <P>First of all b4 reading this post i never debuffed the mental resist check b4 charming i did think of it but just never seemed to do it cause i thought it wouldnt matter cause once charmed i thought it would recheck and reresist every once in a while for breaks and the debuff would be long gone !</P> <P>Anwyays that was the first thing i tested i did 50 charm attempts on same mob (sentries) with adept 3 lvl 62 charm tho not master so that might affect my results a bit too! on 50 charm attempts i had only 2 resists wihtout debuffing and wiht debuffing only 1 resist!</P> <P>Now that was the first test which the debuffing only increased my effectiveness by a lil as in :</P> <P>1. without debuffing 1% resists on 50 initial attempts to charm</P> <P>2. with debuffing 0.5% resists on 50 initial attempts to charm</P> <P>Now after this i put my subj gear on (and yes i know the mob is green bare with me) i dont have that much subj gear but i can get to 400 so i consider the testing valid!</P> <P>1. wihtout debuffing i had 1.5% resists on 50 initial attempts to charm</P> <P>2. with debuffing again 0.5% resists on 50 initial attempts to charm</P> <P>Conclusion is that there isnt really much difference and the 1% to 1.5% might just be unlucky so cant really get a decent conclusion form that however here comes the good stuff!</P> <P>I used my low lvl charm also adept 3 for time saving and just sat there waiting for a break (wihtout the pet getting hit!!! in spell description it says that a bigger break occurs when yer pet gets hurt, ill get to that later)</P> <P>Anyways i was just waiting for charm breaks and at first wihtout subj gear and wihtout debuffs</P> <P>1. no subj gear and no debuffs on initial charm: 25 attempts most lasted full duration but had some breaks on a few cases that lasted only 3 min or so so recharm and restarted timer about 3 times it didnt last full duration on green mob 22 times full duration!</P> <P>2. with subj gear but not debuffing : 25 attempts again 3 breaks</P> <P>3 without subj gear and with debuffing upfront b4 charming 25 attempts 2 breaks</P> <P>4 subj gear and with debuffing upfront 25 attempts 1 break only rest lasted full duration!</P> <P>So even tho this testing i did was very minor and statistically not really admissable i still feel that a lot of what tanatus said is true and yes i learned something fomr his post too cause i never used to debuff b4 charming and it really did help and improved my gameplay too!</P> <P>Anyways my conclusion is that even tho on the initial charm casting subj and debuff doesnt do that much to prevent resists it does seem to help a bit (not too much since 25 isnt a lotta testing again) it does help with the periodic checks as tanatus has stated in his posts!</P> <P>Oh and one more thing i did the same thing for a yellow con mob in nizara and had aroudn the same results with just a few more initial resists and a few more breaks but similar overall since its yellow vs green mob!</P> <P>The others who have been badmouthing tanatus might think b4 they do so again he might sometimes spout some BS out there but he has provided me with a lotta info on my class from the moment i deleted my wizard and rerolled a chanter and if ya do wanna badmouth him do as tanatus says and spend a buncha hours like i did testing what he is trying to tell the community if ya dont believe him!</P> <P>And to Tanatus Thx again for yer insight but you might get better responses from people on these boards if ya would be a lil less abrasive as is stated and i fully agree with that in a previous post on this thread altough i do understand their responses getting out the worsed in you but same can be said about your initial post on this thread! </P><BR> <HR> </BLOCKQUOTE> <P>I am a newbie Coercer and found a lot of useful info on this forum. Many coercers share their experiences and that's great. </P> <P>That said I have a few points.</P> <P>1. When tests are done testers have to use a large sample. In the post above I see numbers like 50 or even 25 attempts.. From statistical point of view that's not enough. Consider a sample size of 500 or more to be able to draw some conclusion.</P> <P>2. It's interesting to learn about the mechanics of resists. It would be interesting to find out how Tanatus figured out what he posted about 2 checks. Also from what I know there is a chance to break charm when damage is taken. Is that true? If yes is it the same check as for the timed checks?</P> <P>Yasen, the newbie Coercer<BR></P>

AdiX__Styxx__
11-03-2006, 03:19 AM
<P>yea i know 25 and 50 as samples which i took arent really a good testing base but....i did state it in my post! altough it also does give somewhat of a conclusion even tho minor which i described!</P> <P>And for the when pet gets harmed break yea its in the description i believe ill check it again tonight but im sure there is a tiny chance whenever the pet takes damage that he will break (direct targeted damage)!</P> <P>But to do 500 tests i would love to see a sheet with tests ranging from green to yellow / orange altough can you imagine the timespan it takes to take these tests ? waiting for the charm duration? and using a lowby lvl charm doesnt really work since the resist rate will go up significantly cause of the outdated spell and to test as a lowby coercer on greens and orange also doesnt really give much input well some ofc but not much cause of the lower resists those mobs have vs t7 mobs and even t8 mobs!</P> <P>Also the gap of gear between lower tiers and t7 is significant (read subjugation) so i cant see how that will prove usefull for t7 coercer who try to figure stuff out!</P> <P>I know Tanatus does his tested quite extensively and i tried to do so too but just dont have the time so i set myself a base number to base my tests on 50 for greens and 25 for yellows and compare it somewhat! also note that my spell lvl was adept 3 not master yet /cry!</P> <P>But yes i agree </P>

Alaeth
11-03-2006, 04:13 AM
Regarding the break on damage issue, I have a feeling that's a holdover from the way charm used to work. There are plenty of examples of spell "flavor" descriptions not precisely matching actual effects, so usually it's better to look at the bulleted list of effects for a spell. If you check Possession, you'll see that it has an explicitly stated "1% chance to break on damage received" effect listed, while nothing of the sort appears on any charm spell.Of course, the recurring break chance isn't explicitly listed on charm spells either, and that definitely exists, so obviously the bulleted effect list isn't 100% accurate. Still, based on personal experience if nothing else, I can't say I've noticed that charm is any more likely to break when your pet is taking damage.

Tanatus
11-03-2006, 07:24 AM
<P>Folks the only way skills will affect our casting ability if</P> <P>a) buffing disruption will actually equal to DPS buffing (personally I dont see this happend because wizards starts cry river about warlocks damage boost)</P> <P>b) buffing focus will start actually help against disrution (tough in this particular case I am not entierly sure that its already not working because <STRONG><U>subjectively</U></STRONG> then my focus approach to mark 500 I almost never get interupted)</P> <P>c) subjugation skill will start actually affect reoccuring resistance check in addition to initial resistance check or it all worthless</P> <P>d) ordination and minitration should actually carry bonus to buffs/healing</P> <P>But all above is required redo ALL casting mechanic .... no gona happend from what I heared from developers who playing coercers</P>

Raidi Sovin'faile
11-03-2006, 11:43 AM
<div><blockquote><hr>Tanatus wrote:<div></div> <p>Folks the only way skills will affect our casting ability if</p> <p>a) buffing disruption will actually equal to DPS buffing (personally I dont see this happend because wizards starts cry river about warlocks damage boost)</p> <p>b) buffing focus will start actually help against disrution (tough in this particular case I am not entierly sure that its already not working because <strong><u>subjectively</u></strong> then my focus approach to mark 500 I almost never get interupted)</p> <p>c) subjugation skill will start actually affect reoccuring resistance check in addition to initial resistance check or it all worthless</p> <p>d) ordination and minitration should actually carry bonus to buffs/healing</p> <p>But all above is required redo ALL casting mechanic .... no gona happend from what I heared from developers who playing coercers</p><hr></blockquote>a) Disruption is going from a +10% resistability to hit to a +20% resistability at max skill. That means double the benefit, and supposedly the same as the melee skills. It may actually be more noticeable to have higher skill, but even more importantly... it will be more noticeable when your skill is debuffed.b) They are doubling Focus' effectiveness to 20% chance as well, and on top of that it will work against ABILITIES that interupt/stun, etc. This is why focus was worthless, because it only worked against autoattack and NPCs were always using CAs that interupted. Now we can avoid those too, it will be a HUGE benefit. Abilities are 90% of the reason I get interupted, and it's going from 0% to 20% at max skill cap.c) No clue on the recurring check, but at a 20% increase instead of 10% increase, it might be more noticeable. I still think having master in the spell will still be enough without having to max out the skill.d) Ordination will help with landing spells on attack spells similar to Disruption. Ministration however will be directly lowering the cost of all heal spells. So Ministration suddenly becomes a million times more useful.Oh, and no fizzles.This is what they are doing according to their plans with the changes, what the devs have directly stated is their intention. I'm reffering to the 20 page thread in Developper Roundtable.. I don't have to link this do I? </div>

JackAll
11-03-2006, 05:23 PM
<DIV>Where does it say there is a brake chance on damage. None of my charms have that text.</DIV> <DIV> </DIV> <DIV>The status item charms do however</DIV>

Tanatus
11-06-2006, 01:06 AM
<P>Here is a problem ...</P> <P>What this 10 or 20% really mean?</P> <P>First let go with basics: mob always have 5% to resist spell no matter what (that includes grey conned mobs). Mobs dont have immunities anymore and thus high resistance can be broken trough massive debuffing... Debuffing capped by -6000 IF mob have same level as caster. At -6000 resist spells supose to do 150% (?) of base damage. Thats all true then we are talking about even level </P> <P>Blue and yellow cons resist afaik somethat leanar depend level difference and per se having master level spells normally is sufficient to see 95% chance to land ... if mob dont have resistance to particular type of damage then you need debuffing. Now question what the heck 10% mean or 20%??? Say mob have +4 level to caster and particular resistant to mental damage (say we talking about Nizara). For simplicity say mob have +3000 to mental resistance...</P> <P>First question what is effective resistance in this scenario? base resistance X (74 (monb level) - 70 (caster level) X coefficient (?). Second question how % affect this resistance. Debuff is simple really it reduce portion of resistance... But here is question again what portion of resistance? Base? Or Adjusted? Again lets take Nizara - if mob have 3K base resistance and say 6K adjusted resistance. -1024 from Marred and -1120 from Breakdown TO BASE resistance will reduce effective resistance down to ~1700 (instead of 6K) if debuff applies to effective resistance then we are talking about 4K to mental resist. Oki now we done with final resist of let see what happend then you cast spell. Difference between zero resistance and actually resistance compare to some "mark" and if thershold achieved mob make saving trow. The higher resist (or/and the higher mob level) the higher chance of making saving trow. Say at resist +3000 mob always have 50% chance to resist and at +6000 resist mob always have chance 95% to resist. Master level spells (most of em anyway) have 40% less chance to be resisted does this mean that at +3000 resistance mob have only 10% chance make saving trow vs. master spells? ... I dont know. Now lets look closer on that disruption bonus....</P> <P>Lets imagine that bonus is commulative with Master spells  10% with maxed at your level diruption in conjuction with M1 spells that negate 50% resistance in other words if mob have after debuffing have 55% or less chance to resist spell having just M1 spell and maxed disruption will bring you to the cap (95% to hit). Now with 20% impovement this number become 65%... Small remark here if my memory serve me well we achieve 55% mitingation to magic damage somethere around 3750 resist? ... and how many mobs actually have that nigh resist?.</P> <P>Buttom line %  to resist is meaningless as disruption skill as a result</P> <P> </P>

JackAll
11-06-2006, 12:03 PM
<P>I think you may have made a wrong assumption somewhere because you are saying that master spells doesnt land more often than app1. And that our enc mezz lands just as often as the single target mezz.</P> <P>Or am I misunderstanding something?</P> <P> </P>

Tanatus
11-08-2006, 09:52 AM
<P>Yep you missing part that I said I am counting 40% bonus for M1 App1 have -5% or -10%?</P> <P>Basically most visible effect you will see if you attack even and high con of mob that have some resistance to type of damage you doing...</P> <P>As I said if we assume at 3000 resist mob have chance mitingate 50% attacks what this mean? With apprentice 1 (-5%) actual chance to resist will be 55% (50 - (-5)). For this scenario benifit of high disruption is obvious (+20%) will reduce chance to resist down to 35% (55-20).... Now lets see what happend if you use M1 spell ... It already have 40% bonus thus chance to resist this spell already only 10% (thats assuming that mob have 3000 resistance which isn't common btw) thus appling 10% or 20 or lol even 50% to bonus from disruption you will gain only thing ... you get resistance down to the cap 5% chance</P> <P>Now take a look what doing SOE with new expantion.... Master spell piercing ability nerfed to the dust aka down to 21% (instead of 40).... And in same time bonus from max disruption increased up to 20% ... total result? .... ROFLMAO we got NERFED again.. Before EOF we have 40% bonus from M1 spells and 10% bonus from maxed disruption (50%).... after EOF? 21% from M1 and 20% from maxed disruption... total 41% ... which mean only 1 thing. In order to achieve old piercing ability of spells you need either always debuff target or/and concentrate gear on disruption pieces</P>

JackAll
11-08-2006, 03:25 PM
<P>I can tell you one thing.</P> <P>Apells are not landing on beta.</P> <P>Its not uncommon to get 4 resists before a mezz lands</P>

JackAll
11-08-2006, 03:26 PM
On blue mobs I might add

Aoi
11-08-2006, 11:47 PM
<DIV><BR> <BLOCKQUOTE> <HR> JackAll wrote:<BR> On blue mobs I might add<BR> <HR> </BLOCKQUOTE><BR>Umm, ouch?</DIV> <DIV> </DIV> <DIV>Cyene</DIV>

JackAll
11-09-2006, 04:33 AM
<P>I just came from a raid of emeral halls.</P> <P>Tons of resists for both me and the illusionist.</P> <P>In the end I just let him do all the CC of adds. He had resistability maxed out.</P> <P>I just couldnt land mezzes very well. </P> <P>On the other hand our dps still sucks</P>

Valizak
11-09-2006, 06:21 AM
As far as I am concerned, Subjugation, and INT play the biggest factors.  I charm in Nizara, and have no problems, except with the encounters in which the mobs group cure arcane, and even though you maintain control of the pet, the link in encounter seems to hold stronger. Charm breaks a lot with certain mobs because of uncontrollable factors that have yet to be addressed with SOE. It is completely random otherwise, and the higher your Subj/Int combo is, the better chance of maintaining Charm. <div></div>