Are there any AAs that have stacking issues with spells? Aside from run speed? I'd be very surpised if they didn't stack. That would be like having Healing Adept and Improved Healing IV not stack...
We have one drop almost every week. It commonly drops from the mobs in question. If you don't kill the mobs, you won't see their loot table very often....
Think this effects dmg in Damage shields, procs, special attacks, or what? One thing that would be really nice from SOE... This game has been out what, 4 years about since beta? Think the company could release at least a little information about it's game, or continue to let us all guess and have the actuaries/statisticians/programers try and calculate what stuff does. Not saying exact numbers/details are necessary, just "this spell is a direct damage spell against target's magic resistance" or "this effect helps the non-melee damage a person puts out".
Right now we almost have to hack into things to get details, and it doesn't seem like that should be the route a company would want it's players to go. Downloading log files into other programs to parse dps in different situations. Picking out spell descriptions from our computers to get details. There are pages and pages of posts on just how the mitigation change effected monks (finding a 8-10 percent drop in mitigation in October to a 2-3 percent raise on the repeal patch about). Sheesh... you should have seen some of the math that went into trying to figure that out.
/Rant off I guess. So... anyone want to guess on this? Heh.
I actually enjoy trying to decipher the game. Log parcing, spell.dat hacking and hours of testing are nice diversions from raiding and experience grinding.
they're testing a thing on Test server right now where spell effects and weapon procs etc. have their own description window with duration, damage, effects etc. so hopefully the nifty PoTime stuff will have a discription when they make it live.
Well, I still havn't heard what this does a few months down the road... And the descriptions they added are for spells only, not melee effects. At least the casters know what they're doing, heehee.
Ah well, it was just a pet peeve of mine. Without telling us what it's supposed to do they can get away with adding placebos (combat effects may not do a damn thing, but looks like they are giving melee something of a bone here). Not saying it is, just that combat effects plus 5 may mean a proc will go off one more time in a five hour period. Who knows...