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View Full Version : Resist system fix


Galacticus
05-30-2013, 05:26 PM
The system is designed to be how it is minus the bugs for certian spells or effects.

Sure it would be nice to have classic resists, but I remember somewhere along the lines of the server beta where the information was released that we just don't have enough solid evidence of what the actual eq live system used behind the scenes to calculate spell resists and damages and values in relation to every spell.

Pretty sure this pvp resist system isnt in place because it is the best or the most liked but the best they could come up with given the information they actually have.

Just because it was common to resist most magic spells with over 150mr in classic, doesnt mean that directly translates into code, its much more complex then that.

Nirgon
05-30-2013, 05:38 PM
Somewhere I posted the logic with some comments but didn't write a true major essay on it.

When Rogean and Nilbog announce they're interested in that discussion, I am happy to provide ample discussion, commentary and Q&A on the system.

We even have screenshots from Chuck, Velious era, which I think are our best pieces of actual evidence

reddi lol
05-30-2013, 08:52 PM
dude classic resists are obviously classic

this is classic project 1999 server

Handpartytowel
05-30-2013, 09:57 PM
publizity.
its in our names