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shamanredux
12-03-2014, 03:17 PM
Is anyone else noticing a huge change to how often mobs resist spells? I'm getting a ton of slow resists and almost never doing full damage (with nukes) to mobs that I used to have very little to no problem with.

Was this intended along with the changes to the PC resist caps? Or am I just imagining things? :)

maestrom
12-03-2014, 03:20 PM
The changed drop rates on all of the gear you want AND they changed exp to more classic (slower) rates.

Standard for every patch.

Erati
12-03-2014, 03:22 PM
well consider the 255 resist cap we now have in place

your character approaches an NPC that has 100 resistance to magic.

In the old resist cap world, 100 resistance to magic is not really that much as resists could go upwards to 400+

However now that same NPC that has 100 resistance to magic suddenly has a much stronger base resist in the 255 cap world.

100/255 >>>>>> resist ability than 100/500

thats my uninformed un-developer un-coder logic at play

no idea if im off base or not

skipdog
12-03-2014, 03:29 PM
The changed drop rates on all of the gear you want AND they changed exp to more classic (slower) rates.

Standard for every patch.

wtf are you talking about?

Pint
12-03-2014, 03:34 PM
def noticed mobs resisting significantly more, my 60 chanter felt like he was lvl50 in pohate this morning just trying to mez trash.

Poosammich
12-03-2014, 03:35 PM
wtf are you talking about?

/sarcasm ON?

Erati
12-03-2014, 03:39 PM
it could b that mobs need to have their resists toned down to match the resist systems new boundaries?

or did we get spoiled that mobs were getting abused by broken resists from both sides

Bboboo
12-03-2014, 03:40 PM
Noticed this too on my enchanter this morning.

Root/Mez/Charm/Tash would sometimes drop almost instantly a fair amount of times too.

Erati
12-03-2014, 03:45 PM
this might explain why my roots have been beyond worthless in PoM this weekend on any blue encounter

would also have 1-2 charm resists in a row on tashd/malo'd mobs

however, there were still ooodles of times when the spells worked great

so maybe the resist change makes things a little less trivial, and knowing Haynars love of classic kick u in thr nuts mechanics, this is prob working as "indended"

iruinedyourday
12-03-2014, 03:49 PM
Yuck

Malrubius
12-03-2014, 03:57 PM
Yeah, definitely hosed up and not classic. I expect it will get adjusted back to where it should be soon enough.

Juevento
12-03-2014, 03:59 PM
I dunno. When we were killing Draco, I had a hell of a time keeping an add rooted. Root seemed to break every 2 ticks or so. That happened 4 times in a row and then I died.

Dunno if classic but it should make things interesting.

Nirgon
12-03-2014, 04:00 PM
Root/Mez/Charm/Tash would sometimes drop almost instantly.

Aside from tash, this is classic behavior.

I had logs from live I posted of Grobb guards getting rooted then instantly breaking.

I could solo mobs in seb blind folded on an epic wizard on either server on p99 before this patch. On live also with epic, I struggled to kill 1 mob with a full effort because root was so unreliable.

indiscriminate_hater
12-03-2014, 04:12 PM
well consider the 255 resist cap we now have in place

your character approaches an NPC that has 100 resistance to magic.

In the old resist cap world, 100 resistance to magic is not really that much as resists could go upwards to 400+

However now that same NPC that has 100 resistance to magic suddenly has a much stronger base resist in the 255 cap world.

100/255 >>>>>> resist ability than 100/500

thats my uninformed un-developer un-coder logic at play

no idea if im off base or not

cap wouldn't change % chance to resist unless they changed the model as well

Halius
12-03-2014, 04:25 PM
I was actually gonna post a thread about this because I am experiencing the same thing on my mage. Any nuke I throw at a blue mob is either resisted or only hitting for like 20% of max. Very rare now that I am landing a full nuke.

NegaStoat
12-03-2014, 04:31 PM
Attempting to land a Snare from my druid on a target that is just barely dark blue to me is unreal. I'm going to give it a try with targets all day today, but so far this is NOT matching classic in regards to simply snaring.

kaev
12-03-2014, 04:33 PM
cap wouldn't change % chance to resist unless they changed the model as well

I'm pretty confident (based on all the threads/discussion on the topic) that that was exactly the point of changing the cap, just as Erati described it. But that change was for player resists, not NPCs.

I've no clue if Haynar revamped NPC resists also. Are you sure this isn't just the same as the old classic "OMG they nerfed jboots!!!! QQ" that seemed to pop up every time some joker got run down by a SoW'd mob after a patch back in the good old days on live?

shamanredux
12-03-2014, 04:40 PM
The changed drop rates on all of the gear you want AND they changed exp to more classic (slower) rates.

Standard for every patch.

I understand what you're getting at, but I'm honestly not the type to whine and complain about silly and/or imaginary stuff. :)

It really seems like there's something wrong with it.

iruinedyourday
12-03-2014, 05:04 PM
I am not having any problems so far.

Fregar
12-03-2014, 05:28 PM
I notice an increased resist rate on my 42 wiz too.

Some mobs that posed no problem before patch (hill giants) now require close to a full mana bar, sometimes more o.0

Also, fleeing speed when unsnared seems unreal.

Iumuno
12-03-2014, 05:47 PM
Definitely noticing a *lot* more resists. I can't even land a lull either on my level 22 enchanter on red.

lostcucusPass
12-03-2014, 06:31 PM
A lot a lot more resist yes ... it s like hell

that's not fair, now game will be harder !!! high lvl got the best loot with "easier game"

but now for us , the game will get harders .... bullshit

Vicatin
12-03-2014, 06:41 PM
Yup. Way more resists even on low dark blues.

mwatt
12-03-2014, 07:17 PM
36 Wizard also experiencing significantly increased resist rates. It seems like perhaps too much.

Herpa Derp
12-04-2014, 12:14 AM
I wasn't going to complain much about it but my two group members tonight were constantly bringing it up. In a group that should easily fearkite the crap out of everything we had several near deaths. Trying to cast darkness on a green mob just resisted six times in a row. Then fear three times. Thank god FD isn't based on mob resists.

If shit's classic then I'm sad.

zanderklocke
12-04-2014, 12:23 AM
I just burned through 14 Puppet String charges for 2 OT Hammer for characters above level 50 since they kept getting resists.

Schwing
12-04-2014, 12:44 AM
Having spent an inordinate amount of time in the bear pits, I definitely notice a big difference. The thing is, insta charm breaks/root breaks happened all the time previously, and it always seemed to come in a string of bad luck once in awhile. Now it's more of the same, only the 'bad luck' seems to be insanely bad, to the point where I'm literally in little to no danger for three hours straight, then suddenly a wolf resists root four times in a row, then it lands and is instantly broken twice, then it's resisted twice more. Also, straight resisting (not spells quickly breaking) Magic based spells (root/Breath of Ro, for me) is happening significantly more than pre-patch.

I'm not really complaining--didn't die at all, played a little more conservatively due to increased likelihood of disaster. It just seems odd how exping down there is practically identical except that now, when it rains, it pours.

Faiding
12-04-2014, 01:34 AM
Yeah, definitely noticing this. Just got 5 mez resists in a row on a tashed/malod mob that is 7 levels lower than me.

Never got more than 1 resist on the same mob even 4 levels ago.

KyotaP99
12-04-2014, 01:51 AM
http://www.project1999.com/forums/showthread.php?t=173543

buffmagnum
12-04-2014, 04:34 AM
I didn't like the death part. WTB rez in OOT will drag to you. 6am western time zone pacific whatever. For sure it was as if I where 2 levels lower. I will have to be more careful. Darkness (magic) and fear. My fire didn't seem to get resisted along with splurt...it is VERY unusual when they do...once a level. Plauge(disease) and heart flutter also got resisted a lot. I can tell the difference so if you had problems in the past you might not be able to pull it off now.

Fame
12-04-2014, 06:06 AM
Gotta channel with all your heart bros, we prob just rusty after the break, first day jittters, it will work its self out.

stakha
12-04-2014, 06:24 AM
Can also confirm the resists are haywire. Getting resists 5x in a row + on mobs in KC which were resisting maybe once per half hour earlier.

Origin
12-04-2014, 07:18 AM
[Thu Dec 04 11:43:25 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:43:27 2014] Your target resisted the Paralyzing Earth spell.
[Thu Dec 04 11:43:30 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:43:33 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:43:34 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:43:36 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:43:39 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:43:52 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:43:58 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:01 2014] A sarnak janissary's feet adhere to the ground.
[Thu Dec 04 11:44:04 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:44:07 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:09 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:44:10 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:44:13 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:16 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:44:22 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:44:27 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:29 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:44:34 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:44:37 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:39 2014] Your target resisted the Paralyzing Earth spell.
[Thu Dec 04 11:44:42 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:45 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:44:46 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:44:50 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:44:53 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:44:58 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:45:03 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:45:05 2014] A chardoki golem's feet adhere to the ground.
[Thu Dec 04 11:45:11 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:45:13 2014] A chokidai mangler's feet adhere to the ground.
[Thu Dec 04 11:45:46 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:45:49 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:45:52 2014] Your target resisted the Paralyzing Earth spell.
[Thu Dec 04 11:45:56 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:45:59 2014] Your target resisted the Paralyzing Earth spell.
[Thu Dec 04 11:46:02 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:46:04 2014] Your target resisted the Paralyzing Earth spell.
[Thu Dec 04 11:46:07 2014] You begin casting Paralyzing Earth.
[Thu Dec 04 11:46:09 2014] A sarnak myrmidon's feet adhere to the ground.
[Thu Dec 04 11:46:22 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:46:28 2014] Your Paralyzing Earth spell has worn off.
[Thu Dec 04 11:46:30 2014] You begin casting Gate.
[Thu Dec 04 11:46:35 2014] LOADING, PLEASE WAIT...

<5 min log, 16 root casts, 11 early breaks, 5 resists. Level 60 shaman using Paralyzing Earth, main target was "A sarnak myrmidon" blue con level ~52.

Dat shit cray.

Skew
12-04-2014, 07:43 AM
Chardok AoE is now finished with these resist changes. That will make some happy/unhappy.

Ravager
12-04-2014, 07:55 AM
I remember root breaking early all the time for me in classic. That's why the Druid clicky root was so useful, I didn't have to burn all my mana on root. At least druids will be able to stack snare again eventually.

fuark
12-04-2014, 08:06 AM
Posted on page 3 that the resists will be fixed pending update for those that didn't see.

Origin
12-04-2014, 08:08 AM
I remember root breaking early all the time for me in classic. That's why the Druid clicky root was so useful, I didn't have to burn all my mana on root. At least druids will be able to stack snare again eventually.

I remember root not lasting full duration EVER in classic, but i also don't remember it breaking x10 after 2-5s on a 3 minute duration root. So yeah, some balance is needed.

What worries me more though is that P99 PVE will be even more skewed towards melee. If you want classic spell resists and classic casters that's fine, but then nerf melee to be more classic as well, because as it stands melee are and will be even more ridiculously OP.

Landael
12-04-2014, 08:11 AM
yeah agree with the above, my necro cant land a snare or fear to save his life now, much less break spawns or get decent xp solo without medding to full after each kill. Back to healing pet and cheering him on then :D

Vicatin
12-04-2014, 09:16 AM
http://www.project1999.com/forums/showthread.php?t=173543

Good stuff, thanks. Glad these issues are getting corrected with the quickness!

lostcucusPass
12-04-2014, 01:32 PM
tryed to solo a wurm in burning wood i m 52 .... i had to FD / GAte ... dooming darkness resist 4 X , fear 5 time , after i did giant fort and giant lvl about 40 resisted bond of death and 2 splurt.

well well well , think i m off till new patch

toolshed
12-04-2014, 02:01 PM
My friends and I were talking about the lower server population last night (~700) and this must be one of the reasons why. Any spell caster class is broken right now

NegaStoat
12-04-2014, 02:17 PM
There were some adjusts to resist based on level difference. They had a way bigger effect than intended. Changes were removed. Pending update.

There was also some old code left in there for a min resist chance for root and charm. That has also been removed.

Pending update.
I'll be really surprised if we don't see the update happening for the weekend. No worries here.

Lunababy
12-04-2014, 02:35 PM
Looks like bear pits are near-abandoned. I can't even imagine how horrible Charm would be when I couldn't even solo a single raptor with root + clickies (but can still quad, thanks ensnare!)

nasshi
12-04-2014, 02:45 PM
Also, fleeing speed when unsnared seems unreal.

This.

NegaStoat
12-04-2014, 03:07 PM
Also, fleeing speed when unsnared seems unreal.

I noticed this too, and frankly, it felt more like old pre Luclin retail than anything. I did a lot of leveling in places like Crushbone, Cazic-thule (love those lizards), Permafrost, and old lower guk. When people would form groups, they took a druid, bard, or ranger every time just for the snare. Once a mob would get down to the point where it would turn, if it was within a certain higher health amount for that stage, they would jam away at full running speed instantly. With those turns in dungeons (especially lower guk) it was instant death for the group.

The tragic thing about this change is that with the resists, Snare feels more useless than ever lol. It was a double whammy.

Faiding
12-04-2014, 05:03 PM
Fleeing speed is a little too fast, yes. But maybe it'll give people more incentive to group with those poor rangers.

hydro945
12-04-2014, 05:22 PM
Read new patch notes.