View Full Version : The balance resists thread.
SamwiseRed
01-24-2013, 03:53 PM
Please present facts only and not your recollections. I am trying to see if MR is indeed broken. Many people have claimed to be chain rooted with 140+ mr. I assumed these people were telling the truth because there has been more than one to claim so. Here are some quick tests (very small sample size.)
You can easily replicate or conduct your own tests. Please prove resists are broke for servers sake.
First test at 148 MR (only 1 mr song) 9/10 roots resisted
http://i.imgur.com/A6Pn023.jpg
second test was 125 mr after being tashed. 9/10 roots resisted.
http://i.imgur.com/dWskWyR.jpg
I will do a series of tests at 90 and 100 mr as well which is an achievable amount of mr for most people on this server. 51 mr is a joke now adays and should not be the baseline for whether or not you are CC immune. Again please present emperical evidence (logs screenshots, ect) showing how the current MR system is broke. THank you.
Nirgon
01-24-2013, 03:59 PM
Nyquil how many levels lower btw (I can guess by looking at the logs it didn't auto poof)? =)
And how long did that 1 root last?
Come chat on AIM.
SamwiseRed
01-24-2013, 04:00 PM
clearly MR is working at 120+. I guess the real question is how MR is working from 90-120. lately bards have played a big part in mass pvp meaning people can easily top 200+ mr. when considering MR balance take into consideration:
the kind of gear floating around and have access too.
the availability of bards/buffs
i would also like to know how much mr warriors have naked at 50-60 since they get an MR boost.
Nirgon
01-24-2013, 04:02 PM
Also, try roots with damage components, darkness line, and other snares.
It's way too high and suicide for people starting with avg gear.
SamwiseRed
01-24-2013, 04:03 PM
true immobilize did last longer than i thought however you have to consider how long it took for her to cast 10 roots. was like 45 seconds for 10 roots to be casted. 45 seconds of me just and her just standing there mind you. any caster would be dead in 45 seconds if a melee was on top of them. consider everyone running around and what not it could have taken her up to 2 minutes to root me assuming i just ran around chasing her.
SamwiseRed
01-24-2013, 04:04 PM
i am interested to see how darkness does. i know snare is resisted 9/10 times at 70 mr. tested on druid. i doubt snare even lands at 120 mr but i guess its worth a test. i have been darkness snared tho at 70 mr but havent tested how freq it happens.
Nirgon
01-24-2013, 04:07 PM
5 people cast 2 roots = you're dead at 125 MR in group vs group pvp. Sounds awesome.
Mind you, we fought 20v20+
Come chat anytime pal
SamwiseRed
01-24-2013, 04:08 PM
5 people cast any kind of dmg spell you are dead anyway :) id rather take 10 roots than 10 nukes :)
SamwiseRed
01-24-2013, 04:09 PM
afk for a bit, i hope people publish their MR finding to this thread. its time we get some real talk. also looking for someone to chain whirl me so we can put that myth to rest.
Nirgon
01-24-2013, 04:09 PM
Cast time on root/fetter? Cast time on lure of frost/winged death? >: )
Also need confirmation on caster's level.
Tippett
01-24-2013, 04:15 PM
I got 2/6 rooted by Andis at 193 MR
He was 7 levels higher but it's still retarded
That is all
Nirgon
01-24-2013, 04:19 PM
Exactly. Why do you think raid mobs summon? Or you can't root them? Heh.
That spell is for handling trash mobs, naked players and pets without magic resist buff.
But, tell that to the guys killing Naggy with less than 20, including lvl 40s claiming its classic and I need to l2p :P.
Vayder
01-24-2013, 04:27 PM
Need samples of well over 10 casts folks. See my original thread on the topic:
Root Test - 101 casts at 128mr
95 resists - 6 landed
That's the largest sample size I'm aware of anyone providing and has root at ~6% chance at 128mr...
SamwiseRed
01-24-2013, 04:30 PM
well one theory is the druid line is not obeying the laws of resists. im willing to test this tonite with anyone after the event. thanks vayder for providing actual tests. again this thead isnt for your war stories. i only wanna see hard facts.
Massive Marc
01-24-2013, 04:36 PM
when considering MR balance take into consideration:
the kind of gear floating around and have access too.
the availability of bards/buffs
I don't want to derail your post, but I believe the above factors shouldn't be taken into consideration, unless you're looking for a custom system.
Tippett
01-24-2013, 04:37 PM
I think the huge variable here is level difference, people need to take that into consideration during the tests
SamwiseRed
01-24-2013, 04:37 PM
I don't want to derail your post, but I believe the above factors shouldn't be taken into consideration, unless you're looking for a custom system.
looking for a balanced system, what factors should we consider? if this was a brand new game there wasnt a wiki with every mr piece of gear location ect ect. 51 mr might be balanced. that is not the case today. im sure people had well over 70 mr within the first 2 weeks.
SamwiseRed
01-24-2013, 04:38 PM
I think the huge variable here is level difference, people need to take that into consideration during the tests
true i am really interested in seeing how much a factor this is. I would think it would be the main factor seeing as how its the main factor in pve.
Massive Marc
01-24-2013, 04:40 PM
looking for a balanced system, what factors should we consider? if this was a brand new game there wasnt a wiki with every mr piece of gear location ect ect. 51 mr might be balanced. that is not the case today. im sure people had well over 70 mr within the first 2 weeks.
Well if you're looking for a balanced system (read: custom) then yes, use those variables all you want. You'd be customizing it based on whats currently happening on the server (read: gear/class selection/lvl desparity)
Or you just go with classic and all its faults.
I'm not saying one is better, but it sounds like you want something close to classic, but customized for this server ?
He was 7 levels higher but it's still retarded
And you wonder why you didn't resist all of them? :confused:
Nirgon
01-24-2013, 04:43 PM
Exactly that 51 value accounts for EVEN levels. I was never in favor of the 8 level range. 4 seems fine to me. Lets people get to at least 55 without being griefed by 60s. Most classes become MASSIVELY more powerful at 59/60.
SamwiseRed
01-24-2013, 04:46 PM
Exactly that 51 value accounts for EVEN levels. I was never in favor of the 8 level range. 4 seems fine to me. Lets people get to at least 55 without being griefed by 60s. Most classes become MASSIVELY more powerful at 59/60.
if there wasnt so much pvp in kc/dl maybe 4 lvl range would work. i think lvl 55 OOR bards/healers would bring alot of grief though. KC would need to be a FFA zone if it already isnt. not sure tbh.
Nirgon
01-24-2013, 04:48 PM
And 49 ones don't? =P
Trust me as a higher level, I'd wish more people were in range but it isn't even a fight.
60wiz vs 52... anything. 60 wiz vs 56 anything is still even a horrible beating even with classic resists.
More to it than that for sure, I'm well aware and don't feel like writing shelves of pages explaining it all for educational/trollable purposes.
SamwiseRed
01-24-2013, 04:49 PM
would be nice in a way. i would love to make VV's lvl cap 52 for a bit so we have a stab at some dragons without getting murdered by 60s all day.
Tavrin
01-24-2013, 06:18 PM
Nirgon,
Resist's aren't nearly as bad as they were the first few months of the server.
Root's are not a common tactic anymore unless someone is running for the Zone to plug. No one is mass rooting, because it doesn't land enough to waste the cast and gem refresh time.
Whirl hasn't been an issue for a long time, and see's no use at all in high level pvp.
There are still some quirks to work out with Earth Pet root, but I think that is more of a bug than a resist issue. I've been chain rooted by mage pet at 119mr, but a player may stick 1 in 10 roots.
The thing that differs here from live is that there appears to always be a chance for root to land regardless of MR (which unfortunately is a clear design decision by Null in contradiction to classic), and that it doesn't break on damage as it used to on live.
On live if a root snuck through, 2 melees wouldn't just beat you down for 48 seconds, it would break quickly; but if someone landed a snare or darkness you would have to pumice it (or fire nuke yourself if snared) or get owned. This server is the reverse, if a snare or darkness ever gets through you can strafe around in a circle for a few seconds before it goes away and roots last the full duration.
So if you would like to join in the discussion of how resists should change from what they are now, and not what they were when the server started, you will need to play and test how they exist in the game today.
I'd say were about 80% of what live was in the velious era. Not perfect, but not the end of the world either
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