v17, cast tab of doom

Re: v17, cast tab of doom

Postby jgarza00 » 09 Jan 2014, 19:18

Kannkor wrote: to the 0 you set.


Funny how it's always my fault! -__-
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Re: v17, cast tab of doom

Postby jgarza00 » 24 Jan 2014, 11:28

Korupt having issues posting in forums so I'm posting on his behalf for this:

Wizard - Frozen Detonation
* Prestige, right-side, http://www.beetny.com/eq2aa/#GU68;nt503 ... 30@3303011
* Ability Export current as of this post
* not casting with, or without, IAE
* was able to get it to cast by toggling IAE, and pressing "Edit" in the Cast Stack DURING combat
* this is similar to what jgarza00 (me) was saying about Fury's Tempest vs Raging Whirlwind
* Fury's Tempest and Wizard's Frozen Rain are single target abilities
* Fury's Raging Whirlwind and Wizard's Frozen Detonation are AE abilities
* Respectively they SHARE a reuse timer with their counterparts and Ogre is skipping the AE when the single target is below it in the Cast Stack
* to clarify, the AE is being skipped during AE battles!
* Fury's Tempest is being flagged as an AE because of an added affect through AA choices which further complicates their dilemma

Code: Select all
<Setting Name="Frozen Detonation" AllowRaid="FALSE" BackDropIconID="313" CastingTime="0.500000" Class="NULL" ConcentrationCost="0" DissonanceCost="0" DissonanceCostPerTick="0" DoesNotExpire="FALSE" ColdDmg="TRUE" DoesDmg="TRUE" IsAE="TRUE" EffectRadius="12.500000" GroupRestricted="FALSE" HealthCost="0" HealthCostPerTick="0" HOIconID="-1" ID="1887734131" IsBeneficial="FALSE" MainIconID="902" MaxAOETargets="8" MaxDuration="0.000000" MaxRange="41.000000" MinDuration="NULL" MinRange="0.000000" NumClasses="0" PowerCost="448" PowerCostPerTick="0" Range="41.000000" RecastTime="5.000000" RecoveryTime="0.250000" SavageryCost="0" SavageryCostPerTick="0" SpellBookType="0" IsSingleTargetAbility="TRUE" TargetType="1" IsTargetAE="TRUE">Frozen Detonation</Setting>


PS If any of this is unclear I'm more than happy to produce a narrative.
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Re: v17, cast tab of doom

Postby jgarza00 » 24 Jan 2014, 12:44

Templar - Divine Arbitration (equalizes the target's group's HP, read that again lol)
* Spell description, http://u.eq2wire.com/item/index/1351162254
* AA additions, Shadows Tree: Templar Line, http://www.beetny.com/eq2aa/#GU68;jt250 ... 0155050501
* Cast Stack: Heal > *MT > 15%, Heal > @Raid > 15%
* Console spam, actually says "name" of *MT so edited that and placed "TankName" below:
Code: Select all
11:10:55: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:55: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:56: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:57: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:57: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:57: CastHeals -> Unknown -> Divine Arbitration -> TankName
11:10:57: CastHeals -> Unknown -> Divine Arbitration -> @Raid
11:10:57: CastHeals -> Unknown -> Divine Arbitration -> TankName

* Ability Export:
Code: Select all
<Setting Name="Divine Arbitration" AllowRaid="TRUE" BackDropIconID="314" CastingTime="0.500000" Class="templar" ConcentrationCost="0" DissonanceCost="0" DissonanceCostPerTick="0" DoesNotExpire="FALSE" EffectRadius="65.500000" GroupRestricted="FALSE" HealthCost="0" HealthCostPerTick="0" HOIconID="13" ID="1964904386" IsBeneficial="TRUE" MainIconID="757" MaxAOETargets="0" MaxDuration="0.000000" MaxRange="60.500000" MinDuration="NULL" MinRange="0.000000" NumClasses="1" PowerCost="0" PowerCostPerTick="0" Range="60.500000" RecastTime="450.000000" RecoveryTime="0.250000" SavageryCost="0" SavageryCostPerTick="0" SpellBookType="0" IsOtherGroupAbility="TRUE" TargetType="9">Divine Arbitration</Setting>
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Re: v17, cast tab of doom

Postby slam666 » 24 Jan 2014, 23:09

Can you check ShadowKnight Area spell, Doom Judgment and Death Cloud does not cast. I think I saw it cast when there was 8 and over mob around me, I know the maxareatarget is 8, so maybe it only cast when there is 8 or more, something to check.

Thanks.
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Re: v17, cast tab of doom

Postby Kannkor » 24 Jan 2014, 23:19

slam666 wrote:Can you check ShadowKnight Area spell, Doom Judgment and Death Cloud does not cast. I think I saw it cast when there was 8 and over mob around me, I know the maxareatarget is 8, so maybe it only cast when there is 8 or more, something to check.

Thanks.


Checked, works fine.
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Re: v17, cast tab of doom

Postby slam666 » 24 Jan 2014, 23:41

Any idea why my SK is not casting them?
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Re: v17, cast tab of doom

Postby Kannkor » 24 Jan 2014, 23:46

slam666 wrote:Any idea why my SK is not casting them?


I'd have to suspect you have an incorrect setting or something.

Feel free to take a screen shot of your caststack entry, your setup tab, and your settings tab.

To test, you can also [IAE] it. If it casts then, but not without IAE, then we know it's a problem with it being an AE ability.

Make sure you are testing on training dummies in a guild hall.
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Re: v17, cast tab of doom

Postby Ali » 25 Jan 2014, 01:41

Channeler:

Truespirit Rift: Can NamedCA be added to the dropdown list so it gets used only on nameds?
Vector of Life: Needs to be flagged as a group/ae heal. Currently only reads as single target.
User avatar
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Re: v17, cast tab of doom

Postby orion88 » 31 Jan 2014, 12:15

Coercer: Destructive Mind/Type=Combat

This has a duration of 30sec but it will recast as soon as it refreshes. I do not have ID checked. Interestingly I'm using the sample and I noticed initially that it had an M after the name even though maintained isn't an option. I did delete that then re-added the spell but it still does the same thing.
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Re: v17, cast tab of doom

Postby Eyedea » 31 Jan 2014, 15:53

orion88 wrote:Coercer: Destructive Mind/Type=Combat

This has a duration of 30sec but it will recast as soon as it refreshes. I do not have ID checked. Interestingly I'm using the sample and I noticed initially that it had an M after the name even though maintained isn't an option. I did delete that then re-added the spell but it still does the same thing.


Destructive Mind is a dmg proc, it should fire off as soon as it refreshes... If its up for 30 seconds, you're doing something wrong or not attacking...
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