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 Post subject: Cure V
PostPosted: Thu May 23, 2019 11:43 am 
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Joined: Sat Dec 03, 2016 2:23 am
Posts: 1143
Enmity
The enmity received from Cure V is about equal to that of Cure III, despite the amount of HP that is recovered.

That is the wiki description. It is supposed to be a neat whm trick that they get less enmity from a bigger cure. On nasomi, there is 0 enmity attached to it. Literally 0.

Here is me pulling a rabbit in cape terrigan and taking a few hits.
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Here is me dropping a few cure 5 bombs on myself, receiving 0 hate of course.
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And here is me having warped the character with the original pull, having a passive rabbit, never a single enmity put onto my whm doing cure 5s.
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This is broken. And it is abused in the process of wyrm holding. Very bad tanks are able to pull off wyrm hold for quite a long time when you have completely inconsequential cure 5's able to save the day. Whm's should be getting smacked in the face from too much curing. And with this broken nasomi feature, they are able to sit comfortably, launching cure 5's without pulling hate until their mp pool is exhausted. That is ridiculous. I'd love to see this fixed.

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 11:50 am 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
Who held a wyrm yesterday?


Also ... we had a bad pull in Dyna and as our THF ran past, our WHM just cure 5’d him and it saved the day. There’s plenty of uses for this broken mechanic

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 11:57 am 
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Joined: Sat Feb 10, 2018 1:04 pm
Posts: 301
Here's what I read:

"We now have competition at something we've had uncontested for a long time. We need to gain an advantage in any way possible once again even though we've known about this for a long time."

No one makes a post like this unless they've known in advance about it. You just waited til it benefited you to make it a post.

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:04 pm 
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I know you don't spend any time at wyrms maseki, so I guess you don't know that we have never had uncontested wyrms. There has literally been competition on Tiamat since before I joined the server. And there was competition on jorm the day he added track pants. So I'm not really sure what's up with the shade since we've been mostly cool. But I guess you're feeling saucy this morning. I've known about this bug a while, yes, but I've never seen it abused so heavily until recently. So yes, I'd like to address it.

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:09 pm 
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I'm talking about the wording of wyrm holding. This is a shade post to begin with. Could've just been "Cure V is broken, here's proof".

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:13 pm 
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Sorry for providing an example of why this is not good for the server?

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:17 pm 
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I just gave you an example of how I read it. That's it haha

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:17 pm 
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Joined: Sat Aug 26, 2017 5:10 pm
Posts: 147
I respectfully disagree Maseki, most things like this that have been broken likely would get put on the back burner unless they impacted the game at a higher level. Cure V not generating hate while in xp? I doubt it would/could be abused in any meaningful way, and there are much bigger issues to be addressed. Some spells on here have really weird hate values, this is likely another one of them. I doubt it's as game breaking as the claim system he forgot to test, but seems like it should be a simple fix vs how much it affects the game.

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Last edited by Sodaru on Thu May 23, 2019 1:03 pm, edited 1 time in total.

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 12:38 pm 
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Joined: Thu Oct 12, 2017 10:12 pm
Posts: 753
I've enjoyed this 0 emnity on cure V for a long time now

Cure emnity in general is a little off. It's suppose to get 50% of the emnity that equal damage gets (with the exception of cure V of course) but it gets pretty much equal emnity with dmg dealt. That paired with the later era cure caps, causes whm and rdm to pull too much aggro (unless you curebomb with cure V). Pretty sure its a tradeoff like plds broken rampart for years. I guess rng nerf was more important tho, so should be a fun day when he gets around to "fixing" whm. Haven't seen Nabutso in awhile, so maybe whm will actually get fixed/nerfed now *shrugs*

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 Post subject: Re: Cure V
PostPosted: Thu May 23, 2019 3:22 pm 
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Joined: Thu Mar 03, 2016 1:07 pm
Posts: 424
I 100% agree this mechanic should be adjusted to retail standards. Let's also add draw-in to Khim, Cerberus, and White Coney. Let's give Coney that rage timer too. Let's fix the OBVIOUS problem with corsair right now. Let's make mobs go yellow when they are supposed to go yellow like on retail. Let's make King Behemoth's meteor actually dangerous. Why does Faf have so little HP?

If we're going to call out problems with the game being easy we need to put everything on the table.

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