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Message ID: 5627
Date: Thu Aug 26 04:02:02 BST 1999
Author: Sean Kennedy
Subject: Re: End of Kiting?


----- Original Message -----
From: Blair, Keith (Keith Blair) <kblair@...>
To: <eqbards@onelist.com>
Sent: Wednesday, August 25, 1999 12:08 PM
Subject: RE: [eqbards] End of Kiting?


> From: "Blair, Keith (Keith Blair)" <kblair@...>
>
> > we will most likely also slightly increase
> > the durations of DoT spells to compensate for
> > the additional time necessary to cast the spells
>
> So it's also going to take LONGER to cast DoT spells?
>
> > The reports I have in so far basically say
> > if the monster is out of your melee range
> > it takes no damage.
>
> So in other words, a group cosisting of a wizard and a
> Shaman for example.. The wizard casts root on the mob
> and then the Shaman poisons it. Darn, sorry - you're
> not close enough to the monster, your DoT isn't going
> to work?
>
> How *#*$ stupid can they get?
>
> The whole point of a DoT is to poison something. If we
> as players chase a mob that poisoned us, does OUR
> poison stop? I bet I can tell you the answer to that
> one rather quickly. Poison is poison. It's in the body,
> it doesn't go away just because you have to chase
> something. I don't normally kite (how boring) but I'm
> totally against them changing the spells this drastically
> for everyone just because some people do.
>

No, and 2 times NO. You're worse than my fellow shaman!
/em rolls his eyes in exasperation!

********************************************************
BRAD ON THE DOT ISSUE - NO MORE KITING

This was found on alt.games.everquest:

Posted by Brad McQuaid on August 24, 1999 at 8:31:27PM

The kiting fix has nothing to do with range. Essentially, DoT spells do not
damage the NPC if the NPC is chasing you and has a velocity. If he is not
moving or he is fleeing from you, the DoT does damage.

IF we make this change live, and that's an IF at this point, we will most
likely also slightly increase the durations of DoT spells to compensate for
the additional time necessary to cast the spells and then set up your
defense (you tanking, another player tanking, a pet tanking, etc).

-Brad
********************************************************

Now this is in direct contradiction to what people CLAIM to have seen.
Two possibilities :
1. There's a bug that's causing DoTs to fail outside of melee range (which,
if you'll simply read the above is NOT the intent)

2. The caster is simply too distant to see the dropping health. This is
more
likely in my experience. I often use Tainted Breath to pull, so that the
mob
is taking damage while I pull it back. (I've changed to pulling with
drowsy,
then popping TB when I reach my fighting spot) Often, you will not see
the mob's health drop when your a ways from the mob, this is a known issue
that a mob's health bar doesn't refresh if you're too far away.

Secondly, the phrase "Increase the durations of DoT spells" means more ticks
of the poison hitting the mob, which will either increase overall damage, or
require less damage per pulse. (undoing part of the change the made to them
to make DoT's more group friendly)

As far as a RP reason for them to fail, how 'bout when you turn to run, you
lose control of the spell and it fails? (too busy concentratiing on getting
away)


I'm going to have to copy this response to my clipboard, because sure as I'm
sitting here I'll see a LOT of this when I read the shaman list :(