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Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 10:28 am
by Tesq
Parwun wrote:Tesq wrote:
P.S. more than this bug, any of you had see if tooth of tzeench vanish after 1 party member hit ot it remain until all party member have hit the target at least once?
Most likely remains, couse there is a lot of teeth in the combat log.
so that part work fine.
Someone told that even ppl out of party benefith from ToT, can this be confirmed?
if it was, ToT would have 2 bugs
1-ppl out of party benefit from it
2-aoe skill benefit from it
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 10:43 am
by Luth
The "Damaging" description in the ToT tooltip refers to the direct damage it is dealing, the second effect is the buff. If it would be a debuff, the description would be either one off the cleansable debuff types "Hex", "Curse", "Ailment" or it's just "Debuff" (uncleansable like taunt). The tooltips for many classes are very vague in this point.
If it is a debuff, also the skill description makes no sense. A good example for a skill that works like it is working atm is the SM "Blurring Shock" (apart from the critical damage req.).
Some tooltips are just wrong and / or make no sense:
"Dreadful Agony" tooltip says it deals spirit damage.
"All out Assault" tooltip says it deals damage (physical).
I wondered why one skill uses the low resistance mitigation and the other the high armour mitigation, so i tested it on the mythic server: AoA had also resistance damage (i don't know the type, but elemental would make sense).
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 1:10 pm
by Parwun
Tesq wrote:Parwun wrote:Tesq wrote:
P.S. more than this bug, any of you had see if tooth of tzeench vanish after 1 party member hit ot it remain until all party member have hit the target at least once?
Most likely remains, couse there is a lot of teeth in the combat log.
so that part work fine.
Someone told that even ppl out of party benefith from ToT, can this be confirmed?
if it was, ToT would have 2 bugs
1-ppl out of party benefit from it
2-aoe skill benefit from it
whole sc is your party
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 2:12 pm
by Grulo
I haven't seen this mentioned before, so i gotta ask... is there a problem with how long snares last? Last night i was doing SCs on my SH "Prozrag" and after a couple of those i received a tell from this SM saying "you are moving a little too fast, i had you snared and you got away, blah blah blah, it is very obvious something is happening".
At first i didn't mind him, but then i remembered too many times on my BO i would snare a RP and it would last like 1 or 2 secs. So i have a couple questions...
1) Have any other classes noticed something similar? Or is it something that only happens to BOs/SMs? Maybe something about their mechanic?
2) I don't remember if the RP i snared used Flee, but last night i used it anytime my SH was snared (order was running 3-4 WHs so if i stood still i was as good as dead). Does Flee overwrite any existing snare? Or maybe this SM couldnt catch me because we were both snared but i used flee and he didn't? (my personal theory)
Thanks for reading this.
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 2:33 pm
by Azarael
RoR uses different handling for snares. If a target is already under the effect of a snare, any further snare debuffs will be ignored. Existing snaring debuffs cannot be refreshed. Example:
SM applies Quick Incision -> 10s snare
5s later, IB applies Binding Grudge -> target is already snared so the snare debuff does not even apply at all
3s later, SM tries to reapply Quick Incision -> snares cannot be refreshed, Quick Incision remains at 2s
2s later, snare comes off
Regarding ToT: It works just like Shining Blade:
https://www.youtube.com/watch?feature=p ... CACU#t=140
Note that when he uses ToT, he gains the "Damaging" buff himself (you can see it in his WSCT) and it's not applied to the enemy.
Regarding credit: Most group buffs should give credit to the player who triggered them (Flames of Rhuin, Covenant of Vitality, Prayer of Devotion, Frozen Touch, Tooth of Tzeentch, etc). Whether they actually do is another matter.
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 2:36 pm
by Grulo
Azarael wrote:RoR uses different handling for snares. If a target is already under the effect of a snare, any further snare debuffs will be ignored. Existing snaring debuffs cannot be refreshed. Example:
SM applies Quick Incision -> 10s snare
5s later, IB applies Binding Grudge -> target is already snared so the snare debuff does not even apply at all
3s later, SM tries to reapply Quick Incision -> snares cannot be refreshed, Quick Incision remains at 2s
2s later, snare comes off
Ahhhhhh this is very interesting and certainly clears up many doubts i had. Thanks for your reply.
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 2:55 pm
by Nishka
Azarael wrote:RoR uses different handling for snares
You mean it's not a bug but the server feature?
Re: Current State of Classes and Abilities
Posted: Fri Jan 16, 2015 2:57 pm
by Azarael
It's a temporary measure.
Re: Current State of Classes and Abilities
Posted: Sat Jan 17, 2015 8:51 pm
by Azarael
Hold The Line! doesn't appear to improve dodge/disrupt chances. Has anyone else experienced this?
Re: Current State of Classes and Abilities
Posted: Sat Jan 17, 2015 8:55 pm
by Nishka
Azarael wrote:Hold The Line! doesn't appear to improve dodge/disrupt chances. Has anyone else experienced this?
Yes, I've noticed. +45% appears in the game client stats, but no visivle effect in the game.