Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
I have a few questions:
1- Does Mastery of the Arcane on the necro work for AF debuff, what about Resist debuff for casters?
[GRABBAG#48]
Q: Does Mastery of the Arcane work on debuff spells as well as "buff" spells listed as stated on the Realm Abilities list? Spells such as the necromancer AF debuff series of spells?
A: Mastery of the Arcane does work on AF debuffs.
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
2- Does Avoidance of Magic increase Overall resists or just reduce magic damage? If i get mezzed by a cold mezz I would reduce the mezz duration by 26% (items) +20% AoM 9 +x%racial resist +x%buffed resist?
[GRABBAG#49]
Once the spell hits, damage and duration are further modified by resistances.
[GRABBAG#51]
The max from items should be 26%
From buffs, 26%
Racial resists might add in up to 5%
The RA “Avoidance of Magic” can add up to 15%
The RA “Brilliant Aura of Deflection” can add up to 35%.
[GRABBAG#56]
A: It is bad phrasing in our documentation as opposed to an omniscient spell - Avoidance of Magic affects all spells.
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
3- If I get an attack speed debuff, does it mean I will swing slower and do more damage (base + style)?
[GRABBAG#53]
Q: I heard that the primary melee classes don’t want haste buffs, because they will not hit as hard each combat round.
A: Completely not true – a haste buff makes you attack faster and does not affect your damage per swing at all.
[GRABBAG#49]
Q: What plays into how fast your weapon swings?
A: Base speed of the weapon, quickness, and haste buffs. The end result can be reduced by haste debuffs. Dex, weapon level, quality, and bonus don't enter into it, FYI.
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
4- Why did you remove the dodger RA?
[GRABBAG#45]
Your base chance to evade at Evade 7 is 35% (5% per level). Dodger 5 (3% per level) adds another 15%. But that's just a BASE. Those percentages can be modified by all of the above. The cap is 50% - but after your base is modified, you might not be at 50.
[GRABBAG#68]
Q: Hi, I'd like to ask a question about the way that dex affects block,
parry, evade (dex/qui for evade). Is the dex bonus to these skills "additive" or "multiplicative"?
[GRABBAG#66]
A: Dodger affects all your evades.
Example: if it's additive, let's say that having 200 dex will add the same evade % to a player with evade I (5% base chance) and to a player with evade V(25% chance). Let's say 200 dex gives +X% evade, first player will end with 5+X% evade chance and second with 25+X% evade chance. Similar for parry and block.
If it's multiplicative, let's say that having 200 dex multiplies your base evade chance by X. So 1st player would end with 5*X chance to evade, and second player with 25*X% chance to evade.
A: I used the whole question because it was an excellent and clear description of the difference between additive and multiplicative. What a cool word. Anyhow, the answer is "it's multiplicative."
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
5- Is detect hidden capped at 50, 51 or 52? Does it depends on the realm rank (5L=51 stealth cap?)
[GRABBAG#66]
Q: When 1.62 goes live, could you please be more specific about how the hunters stealth spec will effect see hidden, and also if bonuses to stealth affect See Hidden, or if it is just based off of base stealth. (ie: Will 35+15 stealth be as effective as 50+0 stealth against See Hidden?)
[GRABBAG#46]
A: There is no hard cap on stealth – so the player with a total of 60 points in stealth will be harder to detect (both for PVE and RVR) than the one with 50. Please keep in mind that the difference between the detect rates at 50 and 51 would be so tiny that you’d have to be running developer tools in order to really notice it. At the 50+ level, you won’t see dramatic change.
A: From the programmer in charge of such things: "A 35+15 will be as effective as a 50+0, but a 50+15 would be even better."
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
6- If I hit a bow at 4.0 speed, does it mean the target is interrupted for 4.0 seconds after I hit him?
[GRABBAG#37]
When you are hit for damage, you are considered to be in combat, and you need three seconds to recover from that. If you don’t see the message when you attempt to cast, either you took no damage or three seconds elapsed.
[GRABBAG#67]
Related note – interrupts are determined by the speed of the bow is fired, meaning that the time of interruptions for each shot will be scaled down proportionally to bow speed. If that made your eyes bleed, here's an example from someone who would know: "I fire a 5.0 spd bow. Because I am buffed and have stat bonuses, I fire that bow at 3.0 seconds. The resulting interrupt on the caster will last 3.0 seconds. If I rapid fire that same bow, I will fire at 1.5 seconds, and the resulting interrupt will last 1.5 seconds."
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
7- Does having more than 1 paladin in the group mean the heal chants will each heal individually?
[GRABBAG#38]
No. Paladin heals are instants – it’s as if several clerics all insta-healed a player at once. So, yes, you could have seven paladins and one fighter, and have all seven heal chants stack.
[GRABBAG#70]
Q: A few months ago, I read, in a grab bag, that you could have 8 paladins running their heal chants at once, and they would all stack. Does this hold true to skalds as well? Thanks!
A: No, the Paladin heal chant is unique in this way.
Centenario wrote: ↑Wed 24 Mar 2021 5:50 PM
8- On the amnesia spell there is a shared timer group of value 25 on the charplan, does it mean that once amnesia'ed i can wait 25sec for a new amnesia to be succesful? For both amnesia single and aoe, or just for the aoe version?
[GRABBAG#50]
A: From the spell designer: "Dex affects cast time for everyone. Minimum cast time is 2 seconds, so if you're already hitting that mark you won't see a difference. The difference between 75 Dex and 178 Dex looks like about a 15% reduction, so on a 3 second spell your cast time should have shaved off half a second."