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Originally Posted by Richiewolk
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The first one is cast on young priests as they hit level 58 or so, and their only resort is to "raid spec." After a certain amount of time, though - depends on resist checks - the debuff will fade, and then they'll get hit with the other. It induces face melting, from what leading research shows.
I missed beta, but I would've supposed (missing that knowledge) that the spell just random(sizeOf(skills)), and this behavior is due to a very unintelligent (that is, algorhythmically uninformed) decision making process (as before). As it doesn't break anything (oh boy, you got a free pass on a minor debuff in a leveling instance many people will never ever go to, on a minor trash mob), I imagine if it is known, it isn't viewed as worthwhile to complicate (especially since the complexity of a system is directly tied to its failure rate...)
Given the beta idea that [school spell] skill leveled with you, I imagine that now they're just flagged as 1's to show up in your skill book (for some, fundamentally aesthetic reason?), so they'll still return in a random(sizeOf(skills))... but at a guess, it's an integer type (-32k <-> 32k) since values clearly go larger than smallint (0...255), any non-zero value is probably fine and insignificant - 0 = off, -99 is just as not-zero as 1 is. Insert generic "for sufficently large values of 2" joke here (please).
Edit: If it is a hidden skill value (automatically level*5), then at some point, it could be checked (as above) and unintented consequences (negative resists, anyone?) would occur. It makes more sense to me that if they dropped it as a functional skill, they'd 1 it out in the design docs, specifically to avoid crazy issues due to unchecked things (see: Judge's Gavel in PVP, negative resists...)