Guitar_Guru
02-20-2006, 01:36 AM
<div></div><div></div><div></div>From what I understand, and from what I have gathered, procs are starting to be a problem, in the opposite sense. First, they were out of the roof, proccing way too much and doing way too much damage. Now, with the new Live Update coming to pass in less than 24 hours now, people from Beta claim that procs have suffered MUCH nerfing. It is from here that I base my information, not from uncomfirmed rumors that fly about from the grape vine. Also, I will be mainly focused on POISON procs.First. . . What do poisons do? Simple enough. . .On Hit: if: (randomnumber: 4) = 4 then apply x damagecycle settimer"poison" 6: apply y damagecycle x 6This is what poisons USED to do. . . English TranslationEvery time the mob is hit, there is a 25% chance that the poison will proc, doing x damage instantly, and doing y damage every 6 seconds a total of 6 times, as well as canceling the DOT cast on the mob from previous proccings.While this formula is actually pretty simple, and got the job done, it opened up massive areas of over-use. Take for example the Warlock spell of "Contagion", or something of the similar. It used to continually cause "negative actions" to groups of mobs with insane proc rates, which is one of the things that sent Warlock DPS pre LU-13 sky-high, though it's not the main issue.Now, according to the new confirmed findings of LU-20, we can see this formula is changed a bit.On CA: if: (randomnumber: 4) = 4 then apply x damagecycle settimer"poison" 6: apply y damagecycle x 6As we can see, just changing this one simple little command (in this very-simplified version) accomplished the main goal of the DEV's, which is to reduce the amount of times a multi-hit CA procs. Please mention however, that this also hurts monks and bruisers, since the mainstay of their DPS component is proccing off of such CA's as flurries, which do about 5 attacks at once. But we're dealing with Rangers. . .So how could we get poisons to work?Several possible solutions exist I'm sure.First of all, let's look at the immunity system of our natural bodies. After we get sick from the flu, we are naturally immune to it for a short while. However, it is possible that we catch a lighter variety in which we only get a fraction as sick. Now, apply this, in short-term, to the world of EQ2. Do not change the Proccing so drastically, but influence the resists. Make "Chemicals" have a resist of their own. Besides a race's basic resistance to Chemicals, certain peices or armor / equipment can have small (hance the small part) chemical resist buffs. Everytime a poison procs, it adds a number to the chemical resists, so that while we do continually proc, the damage is decreased gradually until it's meniol compared to our CA's. Poisons need to be a supplement, not a whole 'nother weapon!Looking back at our formula, it would look like this. . .On Hit: if: (randomnumber: 4) = 4 then apply (x - ($resist.chemical / 15)) damagecycle timer 6: apply (y - ($resist.chemical / 15) damagecycle x 6modify (!attacked.resist.chemical): + 150So, let's look at this through a player stand point.I am a 28 Ranger, battling a 31 Assassin with a poison resist of 560, using a poison that does about 120 damage up front damage and 40 DOT, per proc. (actual numbers and scenario)Now, for the fun part. . .Each time my target is hit, there is a 25% chance that the poison will proc. Once it does, this is what happens. . .His resist of 560 / 15 = 36. So I inflict 120 - 36 damage, which equals 94 damage.Then, each 6 seconds, 4 damage is done. No big deal, the poison was meant to be heavy on the up front damage.The poison procs again. This time, the poison resist has increased, so. . .His resist of 710 / 15 = 47. So I inflict 120 - 47 damage, which equals 73 damage.If this pattern follows, we can predict the damage to be in this manner. . .94 - 73 - 52 - 31 - 10 - nullifiedThe DOT and the poison resist buffs are on seperate timers. This way, even though the DOT component is refreshed, the poison buff is not; this way it stacks and shows increasing immunity to the pioson's affects. While the DOT component will not stack (thus, timer is refreshed and damage continues at same pace, disregarding poison mit. atm), the resist buff WILL stack, thus allowing for an eventual immunity of poisons for a certain amount of time, plus the allowal of these spell effects to wear off gradually, instead of suddenly.The reason I focus on poisons is that they are the strangest aspect of the game when DPS is brought to mind. What other class must consistantly buy actual items to ensure that their DPS is top-notch; these items are consumable, and must always be replenished, even at level 60 and, soon to come, 70. We must buy the arrows (unless we make them) and the poisons, which is a big dent in our pocketbook when your considering also how expensive foods and drink are. As well, actuall parses prove that Poisons have the strongest impact on our DPS.Just a thought for the DEV's if they ever see it <span>:smileyhappy:Edits - Adding more Info as it comes to mind</span><div></div><p><span class="date_text"></span><span class="time_text"></span></p><p>Message Edited by Guitar_Guru on <span class="date_text">02-19-2006</span><span class="time_text">12:49 PM</span></p>