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sntr
11-24-2005, 04:04 AM
<DIV><STRONG><FONT color=#ffcc00>*** Spells and Combat Arts ***<BR><BR></FONT></STRONG>- Beneficial spells that cause damage as part of their effect (e.g. spells that convert health to power) should no longer do additional damage if the caster increases his or her intelligence.<BR>- Spells that grant immunity to certain negative effects (such as root, stun, and stifle) will no longer prevent beneficial spells from applying those conditions.<BR>- Beneficial spells should fizzle slightly less frequently, depending on the caster's skills.<BR>- Charm spells cast by NPCs now have shorter durations and are more likely to break.<BR>- All area-of-effect spells that affect only a single encounter no longer have a target limit.<BR>- All area-of-effect spells that do not target a specific encounter now affect a maximum of 8 targets.<BR>- Evacs and other beneficial AoE spells will now land on friendly targets using spells that prevent harmful AoE spells (such as the Warlock's Summon Shadows).<BR>- Many Scout attacks that debuff more than one attribute now generate less hate.<BR><FONT size=5>- Fear spells now gain additional duration as they are upgraded at higher levels.<BR></FONT>- The following spells no longer stack their intelligence bonuses: Dazzling Seal (Wizard), Mark of the Miasmic (Necromancer), Signet of Intuition (Coercer), and Rune of Understanding (Illusionist).<BR>- Racial Traditions no longer show as Apprentice II when examined.<BR>- Disease traps will now properly land on players in the area of effect.<BR>- Soul Flay (Warlock) and Death Rot (Necromancer) no longer have stacking issues preventing the other from being cast.<BR>- Summoner, Conjurer, and Necromancer pets should receive additional improvements when they are summoned with a higher rank of spell. As the spell rank is improved, fighter pets will gain slightly more health, mage pets will receive a bit more power, and scout pets will have a bit higher damage output.<BR>- Spells that summon a swarm of temporary pets (e.g. Aqueous Hunters) no longer terminate if only one of the summoned pets is killed. The spells now terminate if all pets are killed.  <BR>- Owners of summoned pets no longer need to do at least 1 point of non-pet damage to get credit for the kill.<BR></DIV> <DIV> </DIV> <DIV>This is not true, might want to have a look at that.</DIV>