It does, but I think I know where the problem is. It only dispels beneficial spells, (which is fine), but the "power level" is low on it. I am not 100% sure that it works the way I think it does, but I think that Base1 is how powerful the dispel is, and the AA is much less so than most spell versions: [40969] Eradicate Magic Target: Single Range: 200' Resist: Magic -120 Casting: 0.5s, Recast: 1.5s 1: SPA 209 Base1=5 Base2=0 Max=0 Calc=100 --- Dispel Beneficial (5) 2: SPA 209 Base1=5 Base2=0 Max=0 Calc=100 --- Dispel Beneficial (5) 3: SPA 209 Base1=5 Base2=0 Max=0 Calc=100 --- Dispel Beneficial (5) 4: SPA 209 Base1=5 Base2=0 Max=0 Calc=100 --- Dispel Beneficial (5) Text: You strip the magical forces from your enemy! VS. Our spell version: [1526] Annul Magic Classes: CLR/53 RNG/61 DRU/55 SHM/55 NEC/53 WIZ/53 MAG/53 BST/61 Skill: Abjuration Mana: 75 Target: Single Range: 200' Beneficial: Not Blockable Casting: 4s, Recast: 6s, Rest: 1.5s 1: SPA 27 Base1=9 Base2=0 Max=0 Calc=100 --- Dispel (9) 2: SPA 27 Base1=9 Base2=0 Max=0 Calc=100 --- Dispel (9) Text: You feel annulled. Cancels magical enchantments affecting your target.
Likely so. At a quick glance, other existing beneficial-only dispels also indicate (9). The original Abashi's Rod, the new Radvar's Rod, Monk's Anguish tunic, Ranger's Nature's Balance spell ... all lines on those effects are Dispel Beneficial (9).
Gah sorry for putting my comment in the box with your quote Beim lol. ......the comment that begins with "wow" is mine, not Beimeith's lol.
I posted this on Friday in the support forums and have not had a reply. I am hoping for higher visibility here. While I love the new click from Gunthak's Swabby Eyepatch replacing my silly ice goblin mask, I realized that while I have the stat buff on (Gunthak Grit) I cannot summon a mount with stats, such as the one I paid for in the Marketplace. Please correct the HP stacking or whatever else so that the reward for finishing the expansion's group game (all Saviors done) will actually work while mounted. I shouldn't have to carry around 2 mounts (my regular, plus a non-stat horse/drogmor) just to use the benefits of my CotF reward. “Gunthak Swabby's Eyepatch MAGIC ITEM LORE ITEM NO TRADE Slot: FACE Charges: Unlimited Effect: Guise of the Gunthak Pirate (Any Slot, Casting Time: 1.5) WT: 0.2 Size: SMALL Class: ALL Race: ALL”” http://lucy.allakhazam.com/spell.html?id=39280 Code: Illusion Gunthak Pirate Detail | History | Raw Data Slot Description 1: 8% Chance to trigger: Illusion: Troll Pirate 2: 8% Chance to trigger: Illusion: Troll Pirate 3: 8% Chance to trigger: Illusion: Gnomish Pirate 4: 8% Chance to trigger: Illusion: Gnomish Pirate 5: 9% Chance to trigger: Illusion: Dark Elf Pirate 6: 9% Chance to trigger: Illusion: Dark Elf Pirate 7: 8% Chance to trigger: Illusion: Ogre Pirate 8: 8% Chance to trigger: Illusion: Ogre Pirate 9: 9% Chance to trigger: Illusion: Human Pirate 10: 9% Chance to trigger: Illusion: Human Pirate 11: 8% Chance to trigger: Illusion: Erudite Pirate 12: 8% Chance to trigger: Illusion: Erudite Pirate” It cycles between the illusions, by the way - first male then female of each race.
Thanks for all the feedback so far! We're working on as much of this as we can, and hope to have fixes on Live soon. Keep it coming!
Pathing in Neriak is awful. I've been trying to kill the Necormancers for the final pathing and they are running away from the puller and round the halls. Not sure how but I got summoned upstairs to the raid mob...well I assume I was summoned that was were my corpse was and I was killed by him. Either the necros are running up to him and aggroing or he is agroing through the floor. Also Cautious Recruitment is not updating for my wizzy, killed the room twice between trains and she still hasn't got the update. Rest of the group have done final hails just to see if that was stopping it, but still no luck.....more trains inc. Wizzy is pulling so its not first on agro.
Update I've tried soloing a couple with no merc up, still no update. ..............and now she is KoS.................I give up. When's the next part out of CotF out?
Mage spell: Maloseniac Eminence The proc damage from Eminent strike does absolutely no damage if the mob is already debuffed with the malo line of spells. The direct damage component of the proc is linked to the actual resist debuff proc so if the resist debuff won't land the damage wont even trigger.
This will be fixed with the next full patch. This will be fixed with the next full patch. Her alternate name has been changed to "Rogue and Shadow Knight Tomes" which will allow the find filtering to work as intended. This is intended stacking. This will be fixed with the next full patch. These will be fixed with the next full patch. The flower parts should no longer spam you with each hit with the next full patch. Typo should be fixed with the next full patch. The rotation of the offhand weapon as well as an animation bug with its idle should be fixed with the next full patch. With the next full patch: New achievements for the Bixie and Dark Elf Hero's Forge sets should be available, NPCs should be able to wander around the Bixie Hive house, and the Bixie House should now hold 600 items. This has been forwarded to QA and reported to our code team to look into. Thank you. This will be fixed with the next full patch. This is intended stacking at this time.
Not sure if reported yet: The portals in ETWK next to the dragon that lead to the other zones. If you click on them (it appears that running into them works fine) you often get: Which is not so bad. The bad part is that you then get ported to the ETWK zone line with WK. What it should do, if it has to port you, is to port you in front of Lady Lendiniara. Because running through the zone back to her is not fun. And if you get the same thing again, it's ping pong, with having to run all that way.
That was mentioned in other threads I believe but it is simply amazing that a live zone isn't ready for attuned toons to use...it is seriously broke and needs to be addressed. As you say...the run is, if not dangerous, unnecessary other than for a poorly implemented game mechanic. It simply needs fixed asap.
This is totally unacceptable. It makes absolutely no sense that a Lvl 96 RK I spell would overwrite a Lvl 96 RK III spell. Absolutely none. How can the dev team even begin to consider this a valid option? A higher level RK I spell...sure...ok...but the same level spell...RK I vs RK III...absolutely insane.
Along the lines of wizzies AA's stacking... The Right-click inspect description for the short duration buff window spell icon on the subsequent ranks of Arcane Destruction do not reflect the improvements to the line. In its current form it describes only chance to crit (not crit damage), and the absorption of 200k damage in one form or the other. 1: Increase Spell Mana Cost by 1% to 30% 2: Limit Max Duration: 0s 3: Limit Type: Detrimental 4: Limit Effect: Current HP 5: Limit Type: Exclude Procs 6: Increase Chance to Critical Nuke by 40% and Increase Critical Nuke Damage by 100% of Base Damage 7: Limit Min Mana Cost: 10 8: Absorb Melee Damage: 100%, Max Per Hit: 200000, Total: 200000 9: Absorb Spell Damage: 100%, Max Per Hit: 200000, Total: 200000 to----- 1: Increase Spell Mana Cost by 1% to 28% 2: Limit Max Duration: 0s 3: Limit Type: Detrimental 4: Limit Effect: Current HP 5: Limit Type: Exclude Procs 6: Increase Chance to Critical Nuke by 45% and Increase Critical Nuke Damage by 100% of Base Damage 7: Limit Min Mana Cost: 10 8: Absorb Melee Damage: 100%, Max Per Hit: 235000, Total: 235000 9: Absorb Spell Damage: 100%, Max Per Hit: 235000, Total: 235000 to------ 1: Increase Spell Mana Cost by 1% to 26% 2: Limit Max Duration: 0s 3: Limit Type: Detrimental 4: Limit Effect: Current HP 5: Limit Type: Exclude Procs 6: Increase Chance to Critical Nuke by 50% and Increase Critical Nuke Damage by 100% of Base Damage 7: Limit Min Mana Cost: 10 8: Absorb Melee Damage: 100%, Max Per Hit: 275000, Total: 275000 9: Absorb Spell Damage: 100%, Max Per Hit: 275000, Total: 275000 to----- 1: Increase Spell Mana Cost by 1% to 24% 2: Limit Max Duration: 0s 3: Limit Type: Detrimental 4: Limit Effect: Current HP 5: Limit Type: Exclude Procs 6: Increase Chance to Critical Nuke by 55% and Increase Critical Nuke Damage by 100% of Base Damage 7: Limit Min Mana Cost: 10 8: Absorb Melee Damage: 100%, Max Per Hit: 320000, Total: 320000 9: Absorb Spell Damage: 100%, Max Per Hit: 320000, Total: 320000
Maybe an oversight? All classes have some form of weaponry except pure casters on the Heroic Adventure Merchant.
Paladin splash lines seem to be messed up, unless there was an intentional change from what the spells have been doing all along. [34412/10532] Splash of Cleansing Rk. III Classes: PAL/98 Skill: Alteration Mana: 2034 Target: Target Ring AE Range: 100', AE Range: 50' Beneficial: Blockable Reflectable: No Casting: 1s, Recast: 18s, Timer: 2, Rest: 1.5s Hate: 100 Max Targets: 6 1: Increase Current HP by 2276 2: Decrease Poison Counter by 25 3: Decrease Poison Counter by 25 4: Decrease Disease Counter by 25 5: Decrease Disease Counter by 25 6: Decrease Curse Counter by 20 7: Decrease Curse Counter by 20 8: Decrease Corruption Counter by 14 9: Decrease Corruption Counter by 14 Text: You are cleansed. A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect. Splash until now has always had a: Remove Det (12) Remove Det (12) To make it functon as a RC type cure ability. Also, the spell has never had a max target of 6 before. Kinda keeps it from being a "splash". ******************** Conflicting reports.... Zam.com and the subsequent pages in Lucy report working as intended. These have been wrong with some frequency lately however, and the spell parser from Raidloot.com has been much more reliable. Raidloot is the one showing max targets of 6, and the lack of Remove Det (xx).