View Full Version : 706 and Stunman
Loagan
07-29-2009, 05:58 AM
I have been noticing lately, that whenever a festering taint hits me with 706 my stunmans don't work at all. They will however work if I'm hit with a weapon (mastered stunmans in the rogue guild). Is this normal, or is there something that can be done to fix this?
StrayRogue
07-29-2009, 07:19 AM
Normal.
Fallen
07-29-2009, 08:33 AM
I have been noticing lately, that whenever a festering taint hits me with 706 my stunmans don't work at all. They will however work if I'm hit with a weapon (mastered stunmans in the rogue guild). Is this normal, or is there something that can be done to fix this?
Unless I am remembering incorrectly, Oscuro announced that magical stuns do not have any greater difficulty than normal stuns, it is just that they are typically longer in duration, and as such, more difficult. If you are remembering that 706 USED to have a blurb about it being more difficult to shake than normal stuns, bully for you. No one can quite place when that info regarding the spell was removed, but removed it was. Yaaay.
They are probably just nailing you with a huge stun via a high endroll. Are you unable to even ATTEMPT stunman commands, or do they just always fail?
Loagan
07-29-2009, 10:44 AM
Nope, the end roll typically comes out being 110-130's but that seems not to have anything to do with the success when using the stunmans. I can honestly say that I have never been able to get a stunman off while under the effects of 706. I'll see if I can't get some screen shots and show you.
Fallen
07-29-2009, 11:04 AM
I would suggest taking those stunmans logs, particularly ones with a low endroll and posting them up on the officials in the rogue folder. Oscuro reads the rogue folders regularly, and would be able to pinpoint exactly what the issue is, whether it is on your end, or a creature feature.
Rathain
07-29-2009, 01:11 PM
Hmm. Strange, I remembered just the opposite - in that Stunman did not work on magically induced stuns (eg Blinding 311, 706, or Nightmare).
Donquix
07-29-2009, 01:27 PM
If i recall correctly, in his post Oscuro said that he also remembered magical stuns at least being coded to be more difficult to stunman/berserk, but that he examined the code and that it in fact wasn't the case. He didn't know when (or if) it was changed
Loagan
07-29-2009, 02:58 PM
I will post logs in the Rogue forum and maybe we can test this further with Oscuro's guidance. Thanks for the advice Fallen.
The Ponzzz
07-29-2009, 03:05 PM
I've used STUNMANs off 706. What is your DIS?
Loagan
07-30-2009, 10:14 AM
I can't look at the moment to see what my DIS is, but I got a clip from last night (not posted yet) of my rogue getting caught in a 4 round stun and it only took the one use for the stunman to work. I've been caught with a 108 endroll from 706 (that tends to work out to be a 2 - 4 round stun), used my stunmans and they still didn't work.
I really just need to get the screen shots to show what I'm doing so you can see what I'm talking about.
Loagan
07-30-2009, 11:02 AM
Stats:
Strength (STR): 100 (30) ... 100 (30)
Constitution (CON): 87 (18) ... 83 (16)
Dexterity (DEX): 99 (24) ... 99 (24)
Agility (AGI): 100 (25) ... 100 (25)
Discipline (DIS): 100 (25) ... 100 (25)
Aura (AUR): 99 (24) ... 99 (24)
Logic (LOG): 100 (30) ... 100 (30)
Intuition (INT): 85 (22) ... 85 (22)
Wisdom (WIS): 100 (25) ... 100 (25)
Influence (INF): 60 (5) ... 60 (5)
So my DIS is good. I wouldn't think that I would have many issues. I don't usually when shaking stuns. exp:
A gremlock jumps on your back and flings a thin wire garrote around your neck and snaps it taut. Painful!
... 20 points of damage!
Strong slash to throat nicks a few blood vessels.
You are stunned for 4 rounds!
Roundtime: 10 sec.
!SR>
A gremlock claws at you!
You stumble dazedly, but manage to block the attack with your vultite kidney shield!
!SR>stun move sw
[Aqueduct]
Thousands, perhaps hundreds of thousands of gossamer webs spread across the upper walls and ceiling of this portion of the tunnel. The tiny webs collect the dampness and shine as a galaxy of faint green nebulae in the emerald light from the moving stream. In each web a tiny spider holds sway, crouching at the center and ferociously guarding its territory. It is impossible to determine what these spiders feed on, though, as no flying or crawling insect-life is evident.
Obvious exits: northeast, southwest
Roundtime: 5 sec.
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