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abar
05-05-2005, 01:19 AM
<DIV>I would like a ETA when you will be geting around to fixing multi nec in a group spell stacking bugs. As it now almost all of our spell will not land on mob if another nec of even or higher level has casted that same spell. That also include our DD spell also well as our dots. This problem was in EQ1 and took years to get it resolved. </DIV> <DIV> </DIV> <DIV>ETA please</DIV>

Allowen
05-05-2005, 04:35 AM
<P>This is not an easy problem to fix, it took years to get fixed on Eq1 cuz with so many expansions and every named mob having 10000k hp then was ok for spells to stack and debuffs but on Eq2 It is not possible for me to imagine it right now.</P> <P>Just think, when we land our 30 str/agil debuff the tanks can do noticable more damage and take less then lets say this dot stack, omg it will be overpower.Same thing with other dots such debuff wis/stamina or just debuff poison/diease ac mitigation, many encounters if not all will becoiem to trivial.</P> <P>It is complicated, not sure how thry will fix it, I was thinking maybe they leave the damage overtime stack but not the debuffs and well I was expecting to see soon the pack of rats stackign with rat spell from other necro or even with the mob s , cause some times we could nto land our rats cuz the mob was using it on us.</P> <P>Anyways I hope they make a way for us to at last partialy stack our dots on mobs,would make raids less frustrating for necros...</P>

Dastion
05-05-2005, 05:24 AM
<DIV>Debuff components shouldn't stack, the higher should take precidense in that case.  Just like how you can cast Gift of the Magi and Favor of the Fallen..they don't overwrite eachother..but Favor of the Fallen out does everything Gift of the Magi does so it has no effect.  Only the damage components of spells should stack.  What is really the big difference between two necro's being able to Ghastly Stinch something for fairly good damage (over time) when two wizards can blast something for huge damage at the same time?  By time Ghastly stench cycles through once the wizard's fireball is already almost back up.</DIV>

Psyrus2
05-05-2005, 02:43 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> What is really the big difference between two necro's being able to Ghastly Stinch something for fairly good damage (over time) when two wizards can blast something for huge damage at the same time?  By time Ghastly stench cycles through once the wizard's fireball is already almost back up.<BR> <HR> </BLOCKQUOTE> <DIV> That couldn't have been said better!</DIV> <DIV> </DIV> <DIV><BR> </DIV>

abar
05-07-2005, 02:01 AM
It not really that hard to fix.. you just spilt the debuff from the damge part of the spell.. only let the debuff of the higher level spell land. or allow a max amount of unbuffing.. but at allow the damge part of the spell to land.. At this time even our Direct damge spell will not land.. Since they new this was going to be a problem before even starting the game. Think the place about 5min of plaining into solve it before writing the bug into the game.. It took them 4 year to get aronud to fix it in eq1. But since they knew of the problem before even staring eq2 that have fixed this problem before it should be fixed without alot of work on there part.. Just need to take the tiem todo so.

Necronstreks
05-07-2005, 03:32 AM
<P>I think all necromancers agree that our damage spells should stack... by seperating the debuff and dd components.</P> <P>Unfortunately, that's not probably not going to happen soon enough for many people.  While it's not crippling in the slightest for the solo/group necromancer, it's quite bad when you raid with other necromancers, or duo/group with them.</P> <P>This issue deserved a thread of its own, but it has been brought up before.  We are left to only be patient until they fix it.  I'm hoping it gets changed pre-expansion (hopefully in the combat re-vamp) and not 3 years down the road... I tire of having to decide which necromancer (singular) gets to go on the raid once we're full and starting to sit* people.</P> <P>Most raid guilds want no more than 2 active necromancers in the guild because of our stacking issues.  Necromancers (and Conjurors too, I'd imagine) are screwed end-game if you plan on joining a raid guild, and weren't in the first couple to join your guild.  Well, assuming your in a success-oriented raid guild over the "collective of friends/family" oriented type guild where you're just trying to have a good time together and it doesn't matter how effective your force is.</P> <P>Basically, until we stack damage, we're severely limited in our ability to pursue end-game content in terms of raiding (including prismatic progression!!)... So I suppose everyone should post their support (or lack there of) of spells being fixed to seperate debuff, dd, and dot components so all the damage remains... but only the strongest debuff takes effect.</P> <P>FIX NECROMANCER STACKING!!</P> <P>*<STRONG>sit</STRONG> implies someone voluntarily sitting out of a specific raid to allow for another class to take the spot, to encourage a better overall effective raid force... and better chance of success on the more difficult content.</P>