View Full Version : Group Wards Still Broken. Ward much less than stated, actually are worse than single target wards
songrider
09-28-2005, 03:36 AM
<DIV>L49 Mystic here. Decided to verify how much the group wards were actually warding...</DIV> <DIV> </DIV> <DIV>All tests are with NO buffs on, just to avoid any possible confusion. Wards are cast on myself, and playing solo. Tests done on Befallen server 27 September. Tested against multiple mobs in Splitpaw. Results are always the same. The amounts warded are taken from the chat box using the Chat Option "Combat/Ward" selection which gives the text messages "YOUR ward absorbed xxx points of damage!".</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>- Wards of Spirit (Master II) - Description says it wards 542. It consistently wards exactly 329.</FONT></DIV> <DIV><FONT color=#ff0000>- Wards of Shadow (Adept 1) - Description says it wards 834. It consistenly wards exactly 695.</FONT></DIV> <DIV><FONT color=#ff0000>- Umbral Ritual (Master II) - Description says it wards 1822. It consistently wards exactly 1104.</FONT></DIV> <DIV> </DIV> <DIV>The results are the same whether I have all my equipment on, or even if I remove all armor and shield.</DIV> <DIV> </DIV> <DIV>Just for the record, the single target wards (as opposed to group wards) are working correctly. The numbers in the descriptions for the single target wards exactly match the amount warded. But the group wards do not ward as advertised.</DIV> <DIV> </DIV> <DIV>What's going on? </DIV> <DIV> </DIV> <DIV>Given the power cost and the long cast times, group wards are actually WORSE than single target wards.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by songrider on <span class=date_text>09-29-2005</span> <span class=time_text>10:23 AM</span>
Minabel
09-28-2005, 08:38 AM
Thanks for doing this. I couldn't decide between making the group ward or the single target ward my master II spell. Looks like the obvious choice is the single target group ward. I remember in EQ1 when a 5% haste item and a 20% haste spell would give 225% haste. They would add 1.05 to 1.20 to get 2.25 times normal haste (instead of 1.00 + 0.20 + 0.05 = 1.25 or 1.05 x 1.20 = 1.26). Players pointed this out, but they denied this and said it was working as intended. After over a year, they finally admitted that it was wrong and corrected it. So while you may be right, it will probably be a while till it gets corrected. Maybe I am being too negative. Maybe they will spot the mistake and correct it. <div></div>
Baccalarium
09-28-2005, 02:50 PM
<P>Thanks, It seemed like the group ward was dropping faster than I expected. But hadn't thought to run the numbers yet.</P> <P> </P>
casac
09-28-2005, 03:13 PM
<P>Thanks. Thought the group ward was the most valuable ward while soloing and wondered why it goes that fast. Know I now.</P> <P>Looks like sth. wrong with multipliers: The 2 Master II wards give about 60,6% of the advertised ward, the Adept I 83%. Maybe the multipliers have just been forgotten in the formula or maybe they are used the wrong way. </P> <P> </P>
Banditman
09-28-2005, 06:12 PM
Putting this in available channels.
Prismata
09-28-2005, 06:28 PM
I'm wondering if the ward effectiveness is linked to the caster's intelligence. Have any of you experimented with changing your intelligence stats and then checking the ward?
Eepop
09-28-2005, 08:23 PM
<span><blockquote><hr>Prismata wrote:I'm wondering if the ward effectiveness is linked to the caster's intelligence. Have any of you experimented with changing your intelligence stats and then checking the ward? <div></div><hr></blockquote>He dropped all his armor and got the same effects, the way equipment is in EQ2, it would be near impossible for him not to have at least +20 int across his equipment*. Which would have caused a change of at least 1 point in the damage warded. * - Likely to be much higher as +int is usually coupled on items that have +wis, which mystics tend to focus on.</span><div></div>
t3h_m0nopOl1z
09-28-2005, 09:21 PM
Is it possible that since it's supposed to be a group ward, that they maxed out the amount one person can sustain, so it's better for groups than for solo?
thedu
09-28-2005, 10:50 PM
<span><blockquote><hr>t3h_m0nopOl1z3r wrote:<div></div>Is it possible that since it's supposed to be a group ward, that they maxed out the amount one person can sustain, so it's better for groups than for solo?<hr></blockquote> It could be, but that imo would be some bass ackwards thinking on the devs part. A ward should take the maximum (or at least vary) no matter if it's one person or two.</span><div></div>
<P> </P> <BLOCKQUOTE> <HR> t3h_m0nopOl1z3r wrote:<BR> Is it possible that since it's supposed to be a group ward, that they maxed out the amount one person can sustain, so it's better for groups than for solo?<BR> <HR> </BLOCKQUOTE> <P>Does anyone dual comp? That would be a quick way of checking this theory...get a group of two mobs, one on each character, then drop group ward. I'm going to play with this tonight, perhaps a guildy will help me do some tests.</P> <P><STRONG>Kanali - 51 Mystic - Steamfont</STRONG></P>
songrider
09-29-2005, 09:24 PM
<DIV>Can we please get a Dev to look into this...</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
Banditman
09-29-2005, 09:51 PM
<span><blockquote><hr>Banditman wrote:Putting this in available channels. <hr></blockquote> I am doing everything in my power to bring this to their attention.</span><div></div>
Godelpus
09-30-2005, 12:44 AM
Agree with OP. L51 mystic with AD3 Umbral Ritual, group ward was being one shotted by Rognog with message that ward absorbs 1104 damage (description states 1546). Happened every time it was cast.
thedu
09-30-2005, 11:29 AM
<P>Level 43 with Umbral Ritual Adept 1, supposed to absorb 1325. Did a quick test today..made sure mobs could do damage but not kill me :smileytongue:</P> <P>The ward went down in 5 seconds and absorbed a total of 709. Unfortunately, I did not do another test, but it did drop much earlier then expected and less damage. From looking at OP tests, it seems to be absorbing close to only 60% for adept 1's. </P> <P>Should mastery of ministration matter? Currently I'm at 218 and mastery of Umbral Ritual is 260. Guess I'll try with lower level wards later...</P>
Mystiq
09-30-2005, 12:17 PM
I can confirm that Umbral Sacrement is also only doing about 80% of the listed warding. Not happy about this <span>:smileymad:</span> <div></div>
thedu
10-02-2005, 01:11 PM
<DIV>Had an opportunity with a full group to test Umbral Ritual Adept 1. Absorbed for 1104. Have to try again just warding me and see if it comes out with different numbers.</DIV>
songrider
10-03-2005, 05:16 AM
<BR> <BLOCKQUOTE> <HR> thedump wrote:<BR> <DIV>Had an opportunity with a full group to test Umbral Ritual Adept 1. Absorbed for 1104. Have to try again just warding me and see if it comes out with different numbers.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>Good feedback. This is also consistent with my tests. My Umbral Ritual even at Master 2 wards for THE EXACT SAME AMOUNT 1104.</P> <P> </P> <P>The guess at this point is that all Mystic group wards only ward for the Apprentice 1 level and do not provide ANY benefit to upgrading.</P> <P> </P> <P><FONT color=#ff0000 size=5>DEVS please fix Mystic's Class defining spell - all Group Wards are BROKEN </FONT><FONT color=#ff0000></FONT></P> <P><FONT color=#ff0000 size=5></FONT> </P> <P>It seems that like in many things in life, only the squeaky wheel gets the grease. All Mystics, please continue to /bug this and be active in the forums to get this fixed. If we don't say anything, it will NOT get fixed.</P> <P> </P> <P> </P> <P> </P> <P> </P> <P> </P> <P> <P> </P><p>Message Edited by songrider on <span class=date_text>10-02-2005</span> <span class=time_text>06:19 PM</span>
Nacire
10-03-2005, 07:20 AM
Anyone else concerned that the ward amount did NOT change when he retried it naked? Sounds to me like grp ward is not taking mitigation into account.
Itachi53
10-03-2005, 08:27 AM
<div></div><span><blockquote><hr>Nacireen wrote:<div></div>Anyone else concerned that the ward amount did NOT change when he retried it naked? Sounds to me like grp ward is not taking mitigation into account. <div></div><hr></blockquote>ward numbers shouldn't ever change , period. Armor, no armor, wards should ALWAYS prevent 1040 or whatever point of damage. How much the mob is hitting for will change and the ward might last a different amount of time, but it will still absorb the same raw hp amount.</span><div></div>
songrider
10-03-2005, 11:19 AM
<DIV>Correct - ward numbers should not change when taking your armor off, and they are independent of all stats.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The problem of course is that all group wards do not ward for the amount in their descriptions.</DIV> <DIV> </DIV> <DIV>All group wards are broken, and only ward for the amount of the apprentice 1 spell regardless of your actual spell upgrade.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>
paisan
10-04-2005, 04:04 AM
so glad i took it for my master 2...
paisan
10-04-2005, 11:54 PM
<DIV>Hey just saw this on the tracker...</DIV> <DIV> <HR> </DIV> <DIV> <DIV>In regards to group wards, we've found the problem and are working on a solution. While I can't give an estimate as to when it will make it live, I just wanted to let you all know that we are aware of the issue.</DIV> <P></P> <DIV>_______________________<BR>Chris Junior<BR>Game Designer, EverQuest II</DIV></DIV>
Tylee
10-16-2005, 04:29 AM
<BR> <BLOCKQUOTE> <HR> paisan wrote:<BR> <DIV>Hey just saw this on the tracker...</DIV> <DIV> <HR> </DIV> <DIV> <DIV>In regards to group wards, we've found the problem and are working on a solution. While I can't give an estimate as to when it will make it live, I just wanted to let you all know that we are aware of the issue.</DIV> <P></P> <DIV>_______________________<BR>Chris Junior<BR>Game Designer, EverQuest II</DIV></DIV><BR> <HR> </BLOCKQUOTE><BR>anyone heard anything new on this?
Nacire
10-16-2005, 07:12 AM
Fix is already live on test, check test server update notes. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
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