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spell nerf?Follow

#1 Sep 08 2015 at 9:17 PM Rating: Decent
Last Friday, I started hunting in Grieg's End with my level 52 necro. The mobs were yellow. Over the weekend I leveled up to level 56.
I've noticed that when I was level 52, the darkness spell always worked on the mobs. In fact, of all my spells only my plague spell was resisted occasionally.
Now that I'm a level 56, the very same darkness spell is almost always resisted. This is on the very same mobs. Has there been a nerf to the
necro spells? If not, this doesn't make any sense. If so, how would one find out?
Such a thing should be highly advertised so that players would know it was coming. I try to read all the updates.
Any other classes experiencing this?

#2 Sep 09 2015 at 7:28 PM Rating: Good
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Are you killing the exact same mobs? You say the very same but are they the same level? Enchanters run into this at times in zones where packs of the same mob will have 1 that is above the cutoff for the charm or such. I found this happened more in older content where it was like they intentionally designed difficulty patches in.

Level and class difference of the mob may impact resistance checks? (A wondering... not attempting to state an absolute)
#3 Sep 09 2015 at 8:32 PM Rating: Decent
Oh yes. I've killed them from 52 through 56. At 56, the mobs are all dark blue. The spells are supposedly good for up to 55.
And since I'm repeatedly clearing several rooms, I'm hitting the exact same mobs over and over. There is something that
has changed whether it is an actual change or a result of my leveling, the resist rate has greatly increased for the same mob
for the same spell.
#4 Sep 10 2015 at 2:18 PM Rating: Excellent
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Did the necro change armor/jewelry? Did you inadvertently drop points in whatever skill number(s) balancing resists versus successful spell attempt?

The Luclin expansion spell resist tables are notoriously odd, you've simply hit a strange patch of coding. it's unlikely Daydreak employees were mucking around with an old necro spell - especially on a long national holiday weekend here in the US. Stay in Luclin but change zones to Tenebrous vampire castle or whatever indoor zone dovetails with level 56, look for D-blue mobs, and test darkness spell resists.

Oh, and grab these nifty upgraded Luclin maps (better than mapfiend/luclin!)

https://www.mediafire.com/folder/725c9l6cd0syf/Everquest_Maps

edit new link

Edited, Sep 12th 2015 10:43am by Trappin
#5 Sep 10 2015 at 2:52 PM Rating: Excellent
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Trappin wrote:
Did the necro change armor/jewelry? Did you inadvertently drop points in whatever skill number(s) balancing resists versus successful spell attempt?

The Luclin expansion spell resist tables are notoriously odd, you've simply hit a strange patch of coding. it's unlikely Daydreak employees were mucking around with an old necro spell - especially on a long national holiday weekend here in the US. Stay in Luclin but change zones to Tenebrous vampire castle or whatever indoor zone dovetails with level 56, look for D-blue mobs, and test darkness spell resists.

Eh, it's something interesting to do while grinding levels, right?

Oh, and grab these nifty upgraded Luclin maps ( better than mapfiend/luclin!)

https://www.mediafire.com/#725c9l6cd0syf





Trappin is a map guru.

If it was up to me his maps would be the default you get in game.
#6 Sep 11 2015 at 1:58 PM Rating: Excellent
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It's a shame no one is minding the user submitted map section at MapFiend, otherwise my maps would be available over there. It would also be nice if MF's map flash player were open source and available for distribution.

Edit: MediaFire changed the way files are linked so... I need to investigate how best to supply map links.

Luclin maps here - https://www.mediafire.com/folder/725c9l6cd0syf/Everquest_Maps

One of the few places one may still find Mappie:

http://www.mediafire.com/download/0ec37h59naabu00/Mappie_1.5.8.exe

Edited, Sep 12th 2015 10:42am by Trappin
#7 Sep 11 2015 at 3:24 PM Rating: Excellent
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Trappin wrote:

The Luclin expansion spell resist tables are notoriously odd, you've simply hit a strange patch of coding.


This. Back in '04 when I started, I noted the behaviour called out by the OP on Luclin. Slow would land fine, then, after getting a level or two, the now DB and even LB mobs would suddenly start resisting with an uncanny consistency.


Edited, Sep 11th 2015 5:25pm by nekokirei
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#8 Sep 13 2015 at 9:18 AM Rating: Excellent
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I level most of my chars in the Serpent's Spine expansion zones and have noticed (and posted about it) that in the Mesa after reaching a certain level all mobs begin resisting spells. Weird.
#9 Sep 14 2015 at 4:27 PM Rating: Good
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Interesting. I know that at some point they changed the way spell resists are handled (original system couldn't scale past a certain point). It's possible that they back filled it to some degree (so as to make the transition less noticeable at the level range it was actually targeted) and this created an odd effect a some lower point in the range (so change targeted at say level 75 and higher, but scaled back in a way that it has an odd effect somewhere in the mid 50s)? Not sure. I had assumed that they made the changes universally, but it's possible that the existing code just didn't allow it (or it would have been monumentally difficult). It's interesting that this appears to affect a specific level range, not just calculations in specific/older content.

Is it only certain spell types that have the problem, or all spells? Is it dependent on spell level, or your own (so does using an older level spell in the same line produce better resist results)? I recall that back in the day, spell resists were affected by relative spell level to your own (so a spell that was easier to cast had a "higher" success level, and this carried on to affect the resist chances). It was very noticeable when playing a wizard, where your newest spells would not only fizzle more often, but would be resisted more (or do less damage within the listed damage range). It was often more efficient to continue using the older version of the spell for a level or two than to immediately jump to the latest one. They fixed this over time, but and this shouldn't affect the use of the same spell after leveling versus before (in fact, you should get fewer resists under that older system). Again though, it's possible that you just hit the level where you're switching from one resist formula to another, and maybe that is what's causing the problem. So the spell that worked fine under the "low level" resist formula, suddenly does not work as well under the "high level" formula.

Pure speculation on my part though. I haven't leveled a spell caster through that range since like OOW time frame I think.
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