Frenzied Devastation (Wizard AA)

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Shin Noir
Posts: 380

Re: Frenzied Devastation (Wizard AA)

Post#11 » Tue Sep 29, 2009 2:44 pm

@ the topic of AA reset: I agree with you tyler about the refund thing. But btw instead of doing a "Db edit" there's an # command in game you can do that refunds ALL points, disconnects the client, and once they reconnect they can reallocate points.

There's a bard bug apparently where if your instrument mastery mod gets too high it overlaps and reverts to 0 modifier. I've also broken my selo's song if I have instrument modifiers on. The problem is that now every time a mob is slowable and I need to HoS it or I want to run at selo's, I keep having to take off more and more gear or else selo's makes me run Non-AA movement (yes, that slow) or HOS only does -10 (where it does -60 usually with modifier)..
My instrument overcaps from my legs, helm, and weapon. So I have to unequip it every time I play a song if I want full effect on instrument modifiable gear. XD

Maybe consider taking off the instrument mods on my equip except for epic, if a refund is undoable.
I don't mind taking off my epic so my mod isn't so high, but having to take off 3 pieces of gear (and potentially more later) every time I cast a debuff song or run selo's, then requipping it after, it gets a bit annoying fast. I've been doing this for the last month or so btw.

I've been investigating the source to figure out why this is happening, and my gathering is that it's related to the client, as the server is sending over the right amounts. I have no solution currently for it though, I may talk to Striat and tell him to just cap instrument mods at 47 to see if that will stop it (source based mod).
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Lillu
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Re: Frenzied Devastation (Wizard AA)

Post#12 » Tue Sep 29, 2009 2:57 pm

ok, I understand the situation now. will make an exception for you and refound your AAs. shoot me a tell ingame if I forget to contact you.

uweyen
Posts: 120

Re: Frenzied Devastation (Wizard AA)

Post#13 » Tue Sep 29, 2009 4:41 pm

Lillu wrote:ok, I understand the situation now. will make an exception for you and refound your AAs. shoot me a tell ingame if I forget to contact you.


Was this pointed to Shin or I?
Tiril Spellbender - 70 Wizard
Tigger Isbouncybouncy - 70 Warrior
Tikki Torch - 70 Shaman
Sweett Ridedude - Bard
Kerafyrm Thesleepingbeauty - Cleric


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Shin Noir
Posts: 380

Re: Frenzied Devastation (Wizard AA)

Post#14 » Tue Sep 29, 2009 4:50 pm

I'll look into making frenzied devastation AA work btw. but not sure how fast that'll be.
Most AA's are just wasted points, with no real negative side effect except that you can't use the AA. This AA is that way, teleport bind is, Also the SK HT AA's are that way, as with a small handful of other AA's.

Yeah it sucks you spend points and discover it's not coded, but at least it isn't crippling you. With the bard AA bug, if my AA's + instrument mods go over a certain amount. ALL songs that factor in any form of instrument are broken, formulating as if I have 0 skill in it. Fortunately quite a few of my songs don't use instrument mastery, but the ones that do, become absolutely useless (HoS, Selos, muram's and veeshan DS component, Elemental chorus are to name a few that are broke due to this). There is at least a patch job for it, I take off any modifiers I can gear wise. This was an easy fix, and I didn't really mind it... until I started getting more and more gear that put me over the cap.. So yeah, any time the mob is slowable, i'm removing like 3 pieces of gear lol.. otherwise HOS isn't even debuffing the mob.. or my resist song is barely doing any resists. :(

It's pissing me off too since I've spent hours trying to figure out why this bug occurs, cuz I'd love to fix this as this isn't specific to THF. All emu's have this problem. :/ From what I gather it's a client related issue, but I can't really isolate what the biggest factor is to making it happen. (It's as if the client is calculating instrument mastery and then whacking it out)
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Lillu
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Re: Frenzied Devastation (Wizard AA)

Post#15 » Tue Sep 29, 2009 5:33 pm

uweyen wrote:
Lillu wrote:ok, I understand the situation now. will make an exception for you and refound your AAs. shoot me a tell ingame if I forget to contact you.


Was this pointed to Shin or I?

Shin, since that issue is client related and nothing we can fix, at least not in short terms. Server side issues should be fixed sooner or later with custom code as Tyler pointed it out in his previous post.

uweyen
Posts: 120

Re: Frenzied Devastation (Wizard AA)

Post#16 » Tue Sep 29, 2009 6:01 pm

Alright, thanks :D
Tiril Spellbender - 70 Wizard
Tigger Isbouncybouncy - 70 Warrior
Tikki Torch - 70 Shaman
Sweett Ridedude - Bard
Kerafyrm Thesleepingbeauty - Cleric


Guild Leader of Relentless Visions

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Shin Noir
Posts: 380

Re: Frenzied Devastation (Wizard AA)

Post#17 » Tue Sep 29, 2009 8:11 pm

I got this AA to work. Sad it's only about 3 lines of code changed in source, and a pretty heavy spell mod. We'll see if cavemandude likes it. http://www.eqemulator.net/forums/showth ... post179419
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Shin Noir
Posts: 380

Re: Frenzied Devastation (Wizard AA)

Post#18 » Tue Sep 29, 2009 8:32 pm

To give some light on this AA, If this gets implemented the same way I posted at eqemu, the spell would give a 2 min buff at rank 3 of 40% spell crit chance stacked bonus, with no downsides except a 1 hr 12 min reuse time. rank 2 is 29% spell crit chance, rank 1 is 7%.

Originally this spell doubled the mana cost in exchange for the high crit chances you see above, but I didn't bother looking into how the source handled negative mana reduction spell effects. It's possible live EQ did a hard coded change, will ask my neice who plays a wiz on live later about it.
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Lola
Posts: 491

Re: Frenzied Devastation (Wizard AA)

Post#19 » Thu Oct 08, 2009 11:48 am

Hi Shin,

I did not catch you ingame so I post here.
Any news from Cavedude / KLS on what you post about Frenzied Devastation AA?

Thanks for your work on that btw too =)

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Shin Noir
Posts: 380

Re: Frenzied Devastation (Wizard AA)

Post#20 » Thu Oct 08, 2009 7:17 pm

When Caveman added my teleporting bind code, he just randomly replied to my post it was added to latest rev. I did not contact him so I think it all comes down to when they look at code submissions.

When they do, you also will have to nag Secrets or Striat to implement it here, as we are not caught up to latest SVN either. Though technically Secrets or Striat could look at my code implementation and make a decision prior to Caveman if it's good.

But all the above takes time from the developers, which they likely do not have a lot of. :)
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