Shaman Feralization Changes

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Shaman Feralization Changes

Postby Finori » Wed Sep 01, 2010 8:55 pm

Latest Test Server Notes:

http://forums.station.sony.com/eq/posts ... _id=168182

Shaman - Feralization will reduce target accuracy for all melee skills rather than just one hand blunt.
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Re: Shaman Feralization Changes

Postby Kruzar » Thu Sep 02, 2010 2:46 pm

This would be a good change... I might actually mem the spell then... :)
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Re: Shaman Feralization Changes

Postby Lubal » Thu Sep 02, 2010 3:02 pm

Having been out for a bit ... did they ever fix this spell line's habit of not actually being able to be cast on 90% of content? If they change it to actually produce an effect, that's great, but somewhat moot if it still can't be cast.
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Re: Shaman Feralization Changes

Postby Brohg » Thu Sep 02, 2010 8:28 pm

90% is somewhat of an exaggeration, but no, the "invalid target type" restriction hasn't changed in its pervasion
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Re: Shaman Feralization Changes

Postby Kumudil » Wed Sep 08, 2010 4:00 am

Collection of all bodytypes I could find amongst different sources.

If someone is testing the spell, please report back with mob name and Zone. Sometimes the visualization of a mob is not the same than the set bodytype. If we have name and zoen, we may can check with magelo.

I will try to keep the list uptodate with the informations posted herin.

[x] Animal
[x] Athena Ra
[x] Coldain
[n] Construct
[x] Dragon
[x] Elemental
[x] Extraplanar
[x] Giant
[x] Greater Akheva
[y] Humanoid
[y] Insect
[x] Kael Giant
[x] Khati Sha
[x] Luggald
[x] Lycanthrope
[x] Magical
[x] Monster
[x] Muramite
[n] Plant
[x] Summoned Creature
[x] Undead
[x] Vampyre
[x] Zek

[x] not tried yet
[y] confirmed to be hit
[n] confirmed "invalid target type"

Whoever want please report sucessful hits as well as attempts with "invalid target type".

If someone knows of other bodytypes please post as well. the list above is mainly based on magelo.


-Fungus no, clicknar yes. so presume Plant no, Insect yes.
Last edited by Kumudil on Sat Sep 11, 2010 6:35 pm, edited 1 time in total.
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Re: Shaman Feralization Changes

Postby Rolane2 » Thu Sep 09, 2010 12:22 pm

Used it last night on mephits in LC and it landed fine. (Did not land on golems). Wore of very quickly but there was a chanter in group so it might be stacking issues. I play with spam off so i cant tell for sure. will turn it on tonight and see if i can see something.

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Re: Shaman Feralization Changes

Postby Brohg » Thu Sep 09, 2010 3:51 pm

Enc don't overwrite. Melee abilities: Ber Distressing Scream and Rog Pinpoint Weakness conflict.
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Re: Shaman Feralization Changes

Postby Khoun » Sat Sep 11, 2010 1:34 pm

what exactly will this spell do for you and your group?

still does not stick on the plant mobs in brells, but hits the burynai...
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Re: Shaman Feralization Changes

Postby Huurgh » Sat Sep 11, 2010 2:16 pm

Khoun wrote:what exactly will this spell do for you and your group?

still does not stick on the plant mobs in brells, but hits the burynai...


You know its target has to be a humanoid still yes?
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Re: Shaman Feralization Changes

Postby Khoun » Sat Sep 11, 2010 2:33 pm

Change Body Type to Animal
Slot 3 Increase Damage Taken from 1H Blunt by 8%
Slot 4 Increase Damage Taken from 2H Blunt by 8%
Slot 5 Decrease Chance To Hit for 1H Blunt by 2%
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.

Feralization will reduce target accuracy for all melee skills rather than just one hand blunt

This spell is all over the place is it lowing the targets(mobs) accuracy...or increasing the groups accuracy...is it lowing ac onthe mob...is it increase damage for all weapon types now?
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Re: Shaman Feralization Changes

Postby Fenier » Sat Sep 11, 2010 5:38 pm

Kumudil wrote:Collection of all bodytypes I could find amongst different sources.

If someone is testing the spell, please report back with mob name and Zone. Sometimes the visualization of a mob is not the same than the set bodytype. If we have name and zoen, we may can check with magelo.

I will try to keep the list uptodate with the informations posted herin.

[x] Animal
[x] Athena Ra
[x] Coldain
[x] Construct
[x] Dragon
[x] Elemental
[x] Extraplanar
[x] Giant
[x] Greater Akheva
[y] Humanoid
[y] Insect
[x] Kael Giant
[x] Khati Sha
[x] Luggald
[x] Lycanthrope
[x] Magical
[x] Monster
[x] Muramite
[n] Plant
[x] Summoned Creature
[x] Undead
[x] Vampyre
[x] Zek

[x] not tried yet
[y] confirmed to be hit
[n] confirmed "invalid target type"

Whoever want please report sucessful hits as well as attempts with "invalid target type".

If someone knows of other bodytypes please post as well. the list above is mainly based on magelo.


-Fungus no, clicknar yes. so presume Plant no, Insect yes.


Your list is missing Construct, and it won't hit them. Spell should have similar limitations to the Skin to Vines series, so you may want to check with Druids whom still play.
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Re: Shaman Feralization Changes

Postby Kumudil » Sat Sep 11, 2010 6:34 pm

Fenier wrote:
Kumudil wrote:Collection of all bodytypes I could find amongst different sources.

If someone is testing the spell, please report back with mob name and Zone. Sometimes the visualization of a mob is not the same than the set bodytype. If we have name and zoen, we may can check with magelo.

I will try to keep the list uptodate with the informations posted herin.

[x] Animal
[x] Athena Ra
[x] Coldain
[x] Construct
[x] Dragon
[x] Elemental
[x] Extraplanar
[x] Giant
[x] Greater Akheva
[y] Humanoid
[y] Insect
[x] Kael Giant
[x] Khati Sha
[x] Luggald
[x] Lycanthrope
[x] Magical
[x] Monster
[x] Muramite
[n] Plant
[x] Summoned Creature
[x] Undead
[x] Vampyre
[x] Zek

[x] not tried yet
[y] confirmed to be hit
[n] confirmed "invalid target type"

Whoever want please report sucessful hits as well as attempts with "invalid target type".

If someone knows of other bodytypes please post as well. the list above is mainly based on magelo.


-Fungus no, clicknar yes. so presume Plant no, Insect yes.


Your list is missing Construct, and it won't hit them. Spell should have similar limitations to the Skin to Vines series, so you may want to check with Druids whom still play.


The 4rth line mentions Construct, do you mean different ones? I am confused.
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Re: Shaman Feralization Changes

Postby Kumudil » Sat Sep 11, 2010 6:35 pm

Golems presume bodytype construct, Memphits bodytype human?

hmm, magelo shows mephit in LC as to be possible anything ;)


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a lava mephit guard Lichen Creep UF Animal / Monster / Plant / Unknown Rogue 85
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Re: Shaman Feralization Changes

Postby Fenier » Sun Sep 12, 2010 1:25 am

Kumudil wrote:The 4rth line mentions Construct, do you mean different ones? I am confused.


Erm, no I just apparently suck at reading information in the form of a list.

Either way, You should check with Druids and their Skin to X series, as they both should share the same limitations, just theirs turns something into a plant instead.

A few more body types for you:

Seru
Shissar

Should work on both of them iirc.
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Re: Shaman Feralization Changes

Postby Huurgh » Sun Sep 12, 2010 2:48 am

One it is changed to animal, I think rangers can use certain spells on them. They got those at the same time we got Feralize. Still I guess I will use it more now.
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Re: Shaman Feralization Changes

Postby EeyonRN » Tue Sep 14, 2010 11:53 pm

Khoun wrote:Change Body Type to Animal
Slot 3 Increase Damage Taken from 1H Blunt by 8%
Slot 4 Increase Damage Taken from 2H Blunt by 8%
Slot 5 Decrease Chance To Hit for 1H Blunt by 2%
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.

Feralization will reduce target accuracy for all melee skills rather than just one hand blunt

This spell is all over the place is it lowing the targets(mobs) accuracy...or increasing the groups accuracy...is it lowing ac onthe mob...is it increase damage for all weapon types now?


i read it as

Slot 5 Decrease Chance To Hit for 1H Blunt by 2%

changing to

Slot 5 Decrease Chance To Hit by 2%

and the rest staying the same, which is not really any big deal
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Re: Shaman Feralization Changes

Postby Retron » Wed Sep 15, 2010 1:37 am

EeyonRN wrote:i read it as

Slot 5 Decrease Chance To Hit for 1H Blunt by 2%

changing to

Slot 5 Decrease Chance To Hit by 2%

and the rest staying the same, which is not really any big deal

Indeeed, it's only slot 5 that's changed - the others mean players will do more melee damage with blunt weapons.

It *is* a big deal though, as it now lowers mob's accuracy. Before it did nothing, unless the mob happened to be wielding a 1HB weapon.
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Re: Shaman Feralization Changes

Postby SBBD » Fri Sep 17, 2010 10:39 am

I've been using feralization on several UF raids and for the mobs it lands on I works really well,I can see them dying somewhat faster.
The only real problem I had was with the skin to flora debuff,if flora is cast first feralization is blocked but if feralization is cast first they stack.
You might say just have the druid wait,that would work but we got a stubborn druid who insists on casting it first and wont change his casting order.
I was wondering if we could get the Dev's to change it so they would stack with each other if cast in either order.Also see if it can be made so the berserker scream line and rogues pin point disc line don't over wright it.
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Re: Shaman Feralization Changes

Postby Tordail » Fri Sep 17, 2010 11:44 am

SBBD wrote:I've been using feralization on several UF raids and for the mobs it lands on I works really well,I can see them dying somewhat faster.

I would like to see a parse, if it's possible to parse such a thing. I'm not going to ask my Shaman team to cast this on raids because someone says they "see mobs dying faster." Data, to me, speaks louder than perception.
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Re: Shaman Feralization Changes

Postby Sowslow » Fri Sep 17, 2010 2:38 pm

Tordail wrote:
SBBD wrote:I've been using feralization on several UF raids and for the mobs it lands on I works really well,I can see them dying somewhat faster.

I would like to see a parse, if it's possible to parse such a thing. I'm not going to ask my Shaman team to cast this on raids because someone says they "see mobs dying faster." Data, to me, speaks louder than perception.

Hmmm, maybe I don't understand the spell change, but how is that even possible?
SKlug wrote:

- Shaman - Feralization will reduce target accuracy for all melee skills rather than just one hand blunt.

So you are saying because the mob had it's accuracy reduced for all melee skills, your raid can kill it "somewhat" faster?

Or just now you are using it more and because of that it mobs are dying "somewhat" faster?

I tried using it when the change was made and found if I could get it in before the druid skin to flora, it would last at max, maybe 5 secs before a rog would overwrite with pinpoint. I don't see how your raid would see any noticeable change in 5 secs of a 9% increase in 1hb and 2hb melee skills. Unless you have very few rogs or they aren't clicking for some reason.
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Re: Shaman Feralization Changes

Postby Brohg » Fri Sep 17, 2010 4:23 pm

Sowslow wrote:
just now you are using it more and because of that it mobs are dying "somewhat" faster?

you have very few rogs or they aren't clicking for some reason.


Since, as you observe, this is the only scenario that is even possible, I'm going to say it's the most likely.
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Re: Shaman Feralization Changes

Postby SBBD » Fri Sep 17, 2010 11:42 pm

Feralization rk3
Unknown #367 (100/21/0)
Skill Damage Taken (9)<---increases all damage taken from 1 handed weapons
Skill Damage Taken (9)<---increases all damage taken from 2 handed weapons
Decrease Chance to Hit by 3% with All Skills
From what I understand the skill damage was changed from 1hb and 2hb to just 1 handed and 2 handed,this means it should work with all weapons except hand to hand and range.
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Re: Shaman Feralization Changes

Postby Brohg » Sat Sep 18, 2010 2:24 am

Incorrect. The last line was the one that changed. Lines 2 & 3 continue to only boost blunt damage.
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Re: Shaman Feralization Changes

Postby Finori » Mon Sep 20, 2010 1:23 pm

Brohg wrote:Incorrect. The last line was the one that changed. Lines 2 & 3 continue to only boost blunt damage.

Also most melee will not use blunt weapons because they are so slow. Over the past years melee weapons have been stream lined, i.e. piercers are now always the fastest, slashers in the middle, and blunt weapon are the slowest. Due to various game mechanics faster weapons will always outperform slower weapons given that they have the same ratio.
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