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Have you tested YOUR AoE Spells to see if they work right?

Posted: Fri Mar 19, 2004 3:35 am
by keikobad
Persistent Area of Effect spells work like triggers, they have OnEnter, OnExit & Heartbeat scripts. The OnEnter and OnExit scripts tend to work fine. The heartbeat seems to get such a low priority so that you may not even get one heartbeat firing before the duration of the spell expires.

...

The full list of spells affected is quite long and includes...Entangle, Web, Evards Tentacles, Stinking Cloud, Cloudkill, Mind Fog, Acid Fog, Incendiary Cloud, Creeping Doom (which requires a more complex fix), Shadow Web.
I know Storm of Vengeance and Blade Barrier have issues, but I've never heard anyone complain about, say, Incendiary Cloud or any of the others.

I suspect they have the same problem, but it would help if folks tested them out. Try paralyzing a monster (the 400 hit point goblins in Southern M'Chek are GREAT test subjects) and cast your AoE spells on it. If you're a lvl 15 wizard, then your Incendiary Cloud should damage the goblins 15 times. Try to repeat the tests a few times, at different times and places.

Many of the new druid and mage spells might be affected: stonehold, cloud of bewilderment, vine mine, etc. While in a cloud, creatures should continue to make a saving throw each round; but if there are issues with the heartbeat priority, they might only roll a save when they enter.

Posted: Fri Mar 19, 2004 5:51 am
by Cymbolism
Ive found that the only effective way to use cloudkill is in a corridor so that it blocks the path of the creature. For instance in the beetle caves in Elysia it works great if cast in front of the stag beetles, they hit it and turn back then try to reenter, but if you cast it ontop of them they just walk through without harm.

Posted: Fri Mar 19, 2004 6:42 am
by WrathOG777
The answer is that most folks figure out the spells are broken then just use other spells. There are far more broken mages spells than clerics.

Tested evards today and it does not work.

In the past I have tested, cloudkill, stinking cloud, evards, incenerary, creeping doom, and acid fog all of which did not work.

Posted: Fri Mar 19, 2004 9:00 am
by Xeo
Cloudkill is great.... I use that spell alot...

I cast the spell and most creatures run away and dont enter the cloud... Its a great barrier between your mage and a pack of bad guys... CouldKill has a Death Throw, then Acid Damage, Says Acid on script but looks like Negative and slows the bad guys movement rate down when in the cloud For a Mage........ a few seconds extra in battle means life or death for a mage.... I cast it and sit in the Middle casting spells out around eg PK, Finger of Death, COD.

Cloudkill is a very good spell.

I sometimes cast in open areas three or four, so they are running around trying not to get hit by the cloud...



Its Tatics :wink:

Posted: Fri Mar 19, 2004 9:18 am
by Heronimous Fox
Tatics.....do you mean tictacs..those little mints?

Posted: Fri Mar 19, 2004 10:36 am
by Xeo
Ha ha ha

:lol:

Posted: Fri Mar 19, 2004 11:19 am
by Baggie
They keep your breath minty free for 2 hours and only 2 calories!

Posted: Fri Mar 19, 2004 3:00 pm
by sly_1
Hey keikobad, I think the reason why cloudkill works is that the onenter script works fine, so the initial effect of the spell fires. In cloudkills case, the initial effect is a fort save or die and/or acid damage or what have you.

I wouldn't be surprised if SOV caused the initial acid damage when creatures enter it, but nothing else. Starting the second round, sov should inflict more acid damage, and a reflex save or take electrical damage and be stunned.

Xeo: Do you notice that the damage effect hits monsters more than once if they remain in the cloud for extended periods?

(damn, this post was too serious... gotta work on that. Oh look! A pony! *runs off*)

Posted: Fri Mar 19, 2004 3:01 pm
by WrathOG777
Xeo Bodacea wrote:Cloudkill is great.... I use that spell alot...

I cast the spell and most creatures run away and dont enter the cloud... Its a great barrier between your mage and a pack of bad guys... CouldKill has a Death Throw, then Acid Damage, Says Acid on script but looks like Negative and slows the bad guys movement rate down when in the cloud For a Mage........ a few seconds extra in battle means life or death for a mage.... I cast it and sit in the Middle casting spells out around eg PK, Finger of Death, COD.

Cloudkill is a very good spell.

I sometimes cast in open areas three or four, so they are running around trying not to get hit by the cloud...



Its Tatics :wink:
Like i was saying, most tend to just figure out what the spell does and work with it, instead of worrying that it is horribly broken.

Posted: Fri Mar 19, 2004 10:57 pm
by keikobad
sly_1 wrote:Hey keikobad, I think the reason why cloudkill works is that the onenter script works fine, so the initial effect of the spell fires. In cloudkills case, the initial effect is a fort save or die and/or acid damage or what have you.

I wouldn't be surprised if SOV caused the initial acid damage when creatures enter it, but nothing else. Starting the second round, sov should inflict more acid damage, and a reflex save or take electrical damage and be stunned.
In ~10 casts in the Wilds and Mikona, I have yet to get SoV do any damage when I first cast it. So far, it hasn't done anything in the Wilds. In Mikona, I've seen it damage enemies after a delay of some rounds.

Go figure.

Posted: Sat Mar 20, 2004 12:10 am
by Titanium Dragon
AoE spells work great in Ferrell :D

Posted: Sat Mar 20, 2004 12:14 am
by Xeo
Yes cloudkill and Acid kill does repeat damage

i think its reflex saves involved..

But it does do multipal hits....Cloudkill is the best one cause of the Death magic first throw

Posted: Sat Mar 20, 2004 12:16 am
by Titanium Dragon
Cloudkill is very nasty; I have taken to memorizing it quite a bit. All the AoE spells that I have used in Ferrell have functioned correctly, and web works fine against me there.

Posted: Sat Mar 20, 2004 12:17 am
by sly_1
Titanium Dragon wrote:AoE spells work great in Ferrell :D
There you have it... when the server isn't busy running a million other scripts, the low priority heartbeat thingy bop actually fires... Sounds good to me, anyway :P

Posted: Fri Apr 02, 2004 7:29 pm
by keikobad
Tested Glyph of Warding repeatedly in the Wilds and Ferrell.

*In Ferrell, 4 out of 5 glyphs worked fine when spiders crossed over them, exploding and harming them all. One didn't.

*Tried casting Glyph of Warding directly on a spider 2 or 3 times-- no effect whatsoever. In Single Player, it will explode when cast on a hostile.

*Tried casting it 10+ times in the Wilderness with no effect whatsoever. The Glyph graphic *will* disappear when a creature touches it, but no explosion graphic or damage ever occurs.