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-   -   Spells: 100 MR to resist MR nuke. 350 FR to reduce FR nuke. (/forums/showthread.php?t=159728)

Mac Drettj 07-30-2014 04:08 PM

100 MR to resist MR nuke. 350 FR to reduce FR nuke.
 
There's a bug somewhere.

It's been here since launch.

There are no PvP developers.

no chewie dont 07-30-2014 06:47 PM

i almost partialed pillar of frost once but it turns out it was just my rune

Haynar 08-02-2014 11:17 PM

Interesting. Will see what I can figure out.

H

Colgate 08-02-2014 11:41 PM

pras

Haynar 08-03-2014 12:16 AM

No clue on initial checks. Don't see what FR would be different.

H

Colgate 08-03-2014 12:32 AM

null had placed something in the pvp resist code that made direct damage nukes unresistable; they can be partialed, but not completely resisted. it's horrible and nowhere close to classic.

the reason MR nukes are able to be resisted here is because they're ones with stun components.

i'm pretty sure nirgon has pretty much as close to classic pvp resist code as you can get, but on that note it's entirely classic to be able to fully resist direct damage nukes; in kunark the only straight up direct damage nukes that people used reliably were lures and lifetaps because everything else against a geared player would be 100% resisted or partialed to hell.

Haynar 08-03-2014 12:40 AM

That looks like the code i was looking at associated with partials. There are different calcs for "pure nukes". Probably where this issue lies.

Based on what I understand, only partials would be a pure nuke, with just a damage component. The damage component being in the first slot. Lure type spells, look like they have that in the 2nd slot.

So outside of lures, pure damage nukes, have would have different checks compared to a magic check with a stun component.

So that is probably the problem code. A lot of what null has in there is pretty neat, but that partial code seems "non-classic"

H

Colgate 08-03-2014 12:45 AM

i would imagine lures would fall under the same category as other direct damage nukes, the only difference is that they have a -300 modifier which made them pretty much impossible to full resist or even partial in this era

Dullah 08-03-2014 01:21 AM

Permitted a spell doesn't have added effects like enchanter nukes that also stun, no reason they should get resisted.

I understand that the thresholds for resists are pushed up higher to account for velious resists, but if you are breaking 120 in a resist (the point you become immune to root/snare), you should be getting partials. That threshold was like 80 on live.

Haynar 08-03-2014 01:32 AM

Gonna have to throw a lot of this into spreadsheets and play the what if game.

Will get it ironed out.

H


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