Bomb, other magic AoE effects applicable
Posted: Thu May 05, 2005 6:35 pm
Bomb used to work pretty good.
The description of bomb runs like this, effects center on target mob and radiate outward at a factor of 0.x for a radius of y meters effecting a maximum of q mobs. The original intention of the effect would be that full damage is taken by the target, and every y/z meters the effects diminish by 0.x. Before patch one you often heard healers telling melee to stand close together so they could be healed. The other effects had similar descriptions and worked accordingly, but
bomb could ield the best effects, for mobs standing close together could all be on the inner tier of damage, and rarely do mobs stand in a good pattern for spread effects.
For some reason after patch 1 it appeared as if the total damage done to the q mobs was close to equal to the total damage that would be done by the spell without the bomb effect to a single mob.
This isnt entirely true, the orange number(which represents the total effect of the one spell) that hovers above the group of enemies after I cast a double fire bomb spell if i hit the maximum number of mobs, q, is often 5-10% higher than my normal maximum damage, which I can not entirely explain. In this exmaple the mobs were in very close proximity to each other, <4 meters, and the radius of the bomb spell was 16 meters. In contrast, often when I cast the same firebomb spell and hit only one enemy, I often get a completely random and miniscule damage result, as if the spell damage was still being divided by q, the number of mobs.
My opinion is that bomb should be reinstated as before, because an AoE spell is rarely useful for hunting because aggroing multiple mobs usually equals certain doom, and is probably harmful for PvP because it is possible to hit your friends in PvP zones. These nerfing effects compensate for the ability to heal multiple melee characters significantly, and make AoE spells something that can once again be strategically used. After all how can you stop a massive invasion if you can only hit one Elite Reaper Kirosta at a time.
It bugs me cause I have reported it a couple times, but the day before yesterday, the first timeI reported it on Arispotle, the GM sound intersted and even told me that he send some people to test it out in the lakelands and that they were also coming up with strange results. Its been months like this and they didn't know? That just proves players need more interaction with the dev team...
The description of bomb runs like this, effects center on target mob and radiate outward at a factor of 0.x for a radius of y meters effecting a maximum of q mobs. The original intention of the effect would be that full damage is taken by the target, and every y/z meters the effects diminish by 0.x. Before patch one you often heard healers telling melee to stand close together so they could be healed. The other effects had similar descriptions and worked accordingly, but
bomb could ield the best effects, for mobs standing close together could all be on the inner tier of damage, and rarely do mobs stand in a good pattern for spread effects.
For some reason after patch 1 it appeared as if the total damage done to the q mobs was close to equal to the total damage that would be done by the spell without the bomb effect to a single mob.
This isnt entirely true, the orange number(which represents the total effect of the one spell) that hovers above the group of enemies after I cast a double fire bomb spell if i hit the maximum number of mobs, q, is often 5-10% higher than my normal maximum damage, which I can not entirely explain. In this exmaple the mobs were in very close proximity to each other, <4 meters, and the radius of the bomb spell was 16 meters. In contrast, often when I cast the same firebomb spell and hit only one enemy, I often get a completely random and miniscule damage result, as if the spell damage was still being divided by q, the number of mobs.
My opinion is that bomb should be reinstated as before, because an AoE spell is rarely useful for hunting because aggroing multiple mobs usually equals certain doom, and is probably harmful for PvP because it is possible to hit your friends in PvP zones. These nerfing effects compensate for the ability to heal multiple melee characters significantly, and make AoE spells something that can once again be strategically used. After all how can you stop a massive invasion if you can only hit one Elite Reaper Kirosta at a time.
It bugs me cause I have reported it a couple times, but the day before yesterday, the first timeI reported it on Arispotle, the GM sound intersted and even told me that he send some people to test it out in the lakelands and that they were also coming up with strange results. Its been months like this and they didn't know? That just proves players need more interaction with the dev team...