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Old Mar 27, 2008, 12:30 AM // 00:30   #1
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Default Bug with Wail of Doom

I have just confirmed a bug with WoD...

[skill]Wail of Doom[/skill]. For 1...3 seconds, all of target foe's attributes are set to 0.

This skill does NOT cause a target MM to lose all but two of his minions. According to the description it should, as the minion cap is determined by Death Magic level. A value of 0 DM should drop the minion cap to 2 minions, and unbind all the rest...but it doesn't.
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Old Mar 27, 2008, 12:32 AM // 00:32   #2
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Not a bug. The minions aren't going to die, you just can't make any more until the hex is over. Say you have 6 minions with 16 death magic, and you get wail of doom on you. If you try to animate another minion, it won't let you until the hex is over.
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Old Mar 27, 2008, 12:32 AM // 00:32   #3
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What about an MM with more than 2 minions, and then gets WoD on him...will he be able to make more?

EDIT-Arkantos answered my question just before I asked it
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Old Mar 27, 2008, 01:08 AM // 01:08   #4
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Quote:
Originally Posted by Arkantos
Not a bug. The minions aren't going to die, you just can't make any more until the hex is over. Say you have 6 minions with 16 death magic, and you get wail of doom on you. If you try to animate another minion, it won't let you until the hex is over.
A PM in-game from On-High explained this: the check for the minion cap only occurs when an Animate spell finishes. So, if you apply WoD and then the MM Animates another minion he will lose all but 2 minions. I confirmed this in scrimmage.

Therefore, apply WoD while a MM is casting a minion, and he will wipe his own army. Conversely, if you are casting a minion and have WoD applied to you, cancel the cast immediately.

Weakness drops the minion cap by 1 in the same scenario. However it lasts long enough that you can precast it and be done.
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Old Mar 27, 2008, 01:51 AM // 01:51   #5
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I love it when threads answer themselves
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