Summoner's hall.

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Raggnar
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Postby Raggnar » Jul 16, 2012 00:56

I have been doing some summoner's hall raids lately and came across some weird stuff :). I have 2x band of eternity(both farmed within the last month), one has AF charge, other one does not. Also, I see some cleavers of eternal retribution on the housing that are not usable in left hand, one even for 90 plat :). On top of all that, a friend got bracelet of eternal retribution with haste debuff charge on it, while ones on housing don't have it. I am not sure if it was a bug before and now fixed, so old items still have bugs or what, but my bands of eternity are both farmed within the last month so I am not so sure. Also, it seems some invisible monster is stalking the summoner's hall and randomly attacking people...so far we either used dmg shield on the target(which takes ages), or let the target die while we relogged. Is that a bug or what?

One more thing. The other day we were killing the grand summoner. We have seen that big shadow behind him from time to time(I guess that's what spawns when 2 purple mobs merge), but usually when we came there as a new group, shadow would disappear and we would have a normal fight. However, this time shadow attacked us and 2 shoted each one of us :). I appealed to GM and got a response that shadow reset was removed cause of bug abuse and that we should kill the shadow first. When I told him shadow 2 shots us, he said that we should bring more full groups. I really don't know if he was trying to be funny, but bringing two or three full groups to a raid that does not guarantee you nothing(not even enough stones for everyone) is really a waste of time and effort. Lot of times grand summoner dropped only a few stones and two crappy 95% quality kronas. Also, other summoners are known to drop one respec stone and nothing else. So if I've understood correctly, I should bring 24 people and after rolling on items tell them: Ok, you get MP loot, you get a stone, you get a stone as well, you two get recharge, you two get artificers...the rest go home without any loot, thx for coming :).

Btw, if people failed on summoner, how is it bug abuse if they enter a new clear fight against the summoner? I mean, they still wasted their time and some of them wiped, so why does the shadow not reset as well because summoner is on 100% hp anyway. Also, how is that fair to some new group that will raid? Some guys wiped and left us the shadow...I see more bug abuse in that than in damn shadow reseting.
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Abydos
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Postby Abydos » Jul 16, 2012 01:29

Regarding loot differences:

non-lefthand axes can callgm to be updated. Items missing procs, however, will not be changed. Obtain a new version from a drop.

Regarding Grand Summoner:

The target raid size has always been 24. Using proper tactics he is quite do-able with 8, as is Shade of Aelfgar. However, the despawn of Aelfgar was removed to prevent abuse by some rather creative players who took it upon themselves to take on Grand Summoner with too few. Nothing in life is guaranteed.

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Jarqo
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Postby Jarqo » Jul 16, 2012 09:07

But when we will try Grand Summoner with 24 ppls he will drop more items or same amount of items like vs 8 ppls ?
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Magicco
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Postby Magicco » Jul 16, 2012 09:12

Jarqo wrote:But when we will try Grand Summoner with 24 ppls he will drop more items or same amount of items like vs 8 ppls ?


is this a serious question :D?

ofc not

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Jarqo
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Postby Jarqo » Jul 16, 2012 09:21

that suck hard
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Spivo
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Postby Spivo » Jul 16, 2012 11:24

Doesn't the shade despawn on Live?
Seems odd they'd implement something that only spawns due to a specific trigger, and not have it despawn again when the trigger mob is reset?

Anyway, I don't mind going down there, screw up and then have him spawn. What I do mind is going down there (which is no picnic), and then see the shade there...

So how about making him despawn after 30 mins - 1 hour?
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Abydos
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Postby Abydos » Jul 16, 2012 16:23

Spivo wrote:So how about making him despawn after 30 mins - 1 hour?



The real solution is mob tether, which we have in the works but is not finished due to other priorities.

I found no specific evidence that he despawned on live.

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Magicco
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Postby Magicco » Jul 16, 2012 16:51

Abydos wrote:
Spivo wrote:So how about making him despawn after 30 mins - 1 hour?



The real solution is mob tether, which we have in the works but is not finished due to other priorities.

I found no specific evidence that he despawned on live.



abydos, it is still possible to go to the old FZ on live (ofc they changed all the mob spots)
but i assume they never touched the old-rvr dungeons, so maybe it is possible to research it on live

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Abydos
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Postby Abydos » Jul 16, 2012 23:25

Magicco wrote:
Abydos wrote:
Spivo wrote:So how about making him despawn after 30 mins - 1 hour?



The real solution is mob tether, which we have in the works but is not finished due to other priorities.

I found no specific evidence that he despawned on live.



abydos, it is still possible to go to the old FZ on live (ofc they changed all the mob spots)
but i assume they never touched the old-rvr dungeons, so maybe it is possible to research it on live


OF Dungeons were removed from the game client to support Labyrinth of the Minotaur. The zones physically do not even exist anymore. The reason you have them here on Uthgard is a result of the classic patch where we added them back to the game client.

Grand Summoner encounter was changed for NF so Shade of Aelfgar no longer exists

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Magicco
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Postby Magicco » Jul 16, 2012 23:59

>.<

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Abydos
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Postby Abydos » Jul 17, 2012 02:06

Magicco wrote:>.<

My face when trying to replicate from 8 year old text descriptions from people who sometimes were pre level 50 and badly/not templated :-)

I do say they are a fair approximation of live, minus the whole teleport reset business. That will be fixed as I said at some point in the future.

Spivo
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Postby Spivo » Jul 17, 2012 07:58

Abydos wrote:
Spivo wrote:So how about making him despawn after 30 mins - 1 hour?



The real solution is mob tether, which we have in the works but is not finished due to other priorities.

I found no specific evidence that he despawned on live.


Okay, tether would be a solution I guess, although I have no clue what the problem was, shade shouldn't spawn if you do encounter correctly...

Is it hard to put same code that makes GS spawn on Shade to make it despawn? So it has a chance every x-time?
But I understand there are other priorities :)
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Abydos
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Postby Abydos » Jul 17, 2012 08:49

Thing regarding despawn is I have evidence that triggered encounters do not despawn, but have no evidence to show they despawn.

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GreenP
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Postby GreenP » Jul 17, 2012 12:03

Raggnar wrote: On top of all that, a friend got bracelet of eternal retribution with haste debuff charge on it, while ones on housing don't have it.



WTH ??????!!!! oO How can that be ?
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Magicco
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Postby Magicco » Jul 17, 2012 12:27

i think he wanted to say, the snare proc

http://camelot.allakhazam.com/item.html?citem=18952

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