Rains and # of Targets?

Kirin Folken

Dalayan Elder
Never really play around with rains much until last night. Now on Live they had a decent AoE to them, however I find myself having to park mobs ontop of one another to ever get more then 1 mob hit by a rain spell. Is this working how intended on the SoD server?


Also it appears only the mob and the caster are vunerable to the Rain spells.. is this correct?
 
Some rains have wider ranges than others, but for the most part the mobs must be pretty close together to get hit by a rain.
Rain spells seem to hit 2 targets at a time per wave, but if you have more than 2 mobs in range, it may not always hit the same two.
Your pet and other group members should be immune to your rain, but you are not. In an interesting caveat, if the first round of your rain kills a mob, or if you are casting a rain and the mob is killed before you finish, the rain is retargeted square over your head =(.
 
robopirateninja said:
Some rains have wider ranges than others, but for the most part the mobs must be pretty close together to get hit by a rain.
Rain spells seem to hit 2 targets at a time per wave, but if you have more than 2 mobs in range, it may not always hit the same two.
Your pet and other group members should be immune to your rain, but you are not. In an interesting caveat, if the first round of your rain kills a mob, or if you are casting a rain and the mob is killed before you finish, the rain is retargeted square over your head =(.

Generally this happens only when the mob dies on the first wave of your rain, and though it's been a while since i've done that, I believe you also have to kill him with it.
 
That would be because the rain tries to "cast" each pulse of itself on the same $userid (the mob). If the mob dies, the $userid becomes invalid, defaulting to 0--and casting spells on a $userid of 0 means casting spells on yourself. I'm not certain if there's any way to fix it, but that's why it's happening.
 
I'm no code programmer or anything, but wouldn't it be simple to just put a line of code in that said something along the lines.

Cast Rain if %target - 0

*pulling this out of my butt*

But basicly if the target ever becomes 0 (aka the player) the spell refuses to cast and misses its pulse. Or its auto inturrpted if target every becomes 0.
 
Yeah, but rains are ment to be dangerious to yourself if you cast while being close to them. So placing an intrupt on them if you become targeted by it, would not be a good fix. Especially say if your running around and you get into the rain's range and get targeted by it it would stop the rain... From that defination of course.
 
If I understand correctly, a Rain's Target is the orgainl target. If other targets are in the blast area they will also be effected. What this code would do then is if the Orginal target every became a player it would stop it.

Personaly with AoE being cut back I dont think the spell should really hurt the caster. On live Rain spells were almost never used because of how dangerous they were to a group and the caster. Everyone stuck with there AoE since they did basicly the same damage and were 1000% times safer.
 
Kirin Folken said:
Never really play around with rains much until last night. Now on Live they had a decent AoE to them, however I find myself having to park mobs ontop of one another to ever get more then 1 mob hit by a rain spell. Is this working how intended on the SoD server?

It varies from mob to mob. Sometimes both mobs are tanked by same tank, but the rain still only hits one, while it normally works fine.
 
tinkaa said:
It varies from mob to mob. Sometimes both mobs are tanked by same tank, but the rain still only hits one, while it normally works fine.

So far Shadow Beetles, Frogloks of any kind, and The kittys of Paw have had these issues. I litteraly need to get the mobs ontop of each other to hit more then 1 with rain.


The odd part however is pets, a pet of frogloks or Paw Cats can be alittle bit away and still get nailed by the rain. So I am guessing its the Model of Frogloks and Paw kittys that has issues with the rain spell.


Beetles is definitly a model thing, as Slimes have a similar issue.. I could physicaly be standing on them and not be in melee range sometimes until I move dead center of them. The there width is deceving on those models were there Hit location is.

Your skill at bull-shitting your way throw model hit location has improved! (1)
You have Gained Experience!
 
I've never had any problems targetting more than 2 with my rains (or are the druid repeating area things not rains?)

I must say I've also never had the rain default to me, but then again I've never actually managed to kill one with the first wave (if it's so low on hps I'd AE nuke)

Maiandra (50 druid)
 
Kirin Folken said:
If I understand correctly, a Rain's Target is the orgainl target. If other targets are in the blast area they will also be effected. What this code would do then is if the Orginal target every became a player it would stop it.

Personaly with AoE being cut back I dont think the spell should really hurt the caster. On live Rain spells were almost never used because of how dangerous they were to a group and the caster. Everyone stuck with there AoE since they did basicly the same damage and were 1000% times safer.

That's actually not true. If you targetted a player--even yourself--with the rain, the target of the spell would be your $userid. 0 ALSO targets self, but you still have a legitimate $userid, and that's still put in by the spell.

Bear in mind that the target of the rain spell is what you click before casting. Other creatures near to it may be hit by the spell, but that doesn't make them the target.
 
it might be possible to just script it to identify caster but lock spell to the /loc of the original impact area. therefore locking it place without an interupt....they did this in eqlive so should be easy enough to do here
 
rageofwar said:
it might be possible to just script it to identify caster but lock spell to the /loc of the original impact area. therefore locking it place without an interupt....they did this in eqlive so should be easy enough to do here

That's actually what happens. The impact area is the location of the target. Cast a targeted AE and then have the tank move the mob somewhere else and you lose any additional waves. As stated above, the only time it gets wonky is if the target dies on the first wave or before the first wave. If that happens, the point of impact is switched to the coordinates of the caster at the time the spell was cast.
 
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