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Lovely 10-16-2011 06:28 AM

Current BETA resists review!
 
I've done some extensive testing on myself (50 wizard) and on Flip (50 druid) with various resists in Fire/Cold and Magic.

Having over 65 in Fire/Cold and Magic makes you 100% immune to any spells in that category. We've tried it with over 100+ casts with different spells.

Having 64-60 in Fire/Cold and Magic makes around 5% of the cast works (root,snares, dispells, lowerelement I Etc). If the nukes hit they will hit for minimum damage. Aka a Ice comet will hit for like 80 dmg..

Having 50-59 will make spells start to hit rarely maybe around 10% which is still bullshit, but at least something hits. The nukes will still almost do no damage at these resists.

We didn't really try much spells with lower resists then that since that's like the lowest possible resists anyone will have in game already. So anything lower doesn't matter. It also seems like Roots, snares, nukes with stuns and dispells all have the same resist code.

Before the last "FIX" I never ever had a full resist on any nukes, it was only partial resists (aka 10 to 100% damage or something like that) no matter how much resist gear they had. I'm assuming that's the way it should be.

But all in all the magic number is 65. If you have 65 or higher you are totally immune against any spell in game. Beside those with -% on cast.

Anyway here are some screenshots with between 65 and 80 in Magic/Fire and Cold. NOT a single spell hit ever.

http://imageshack.dk/imagesfree/JMp60418.jpg

http://imageshack.dk/imagesfree/tmT60483.jpg

http://imageshack.dk/imagesfree/m6L60504.jpg

http://imageshack.dk/imagesfree/xsf60522.jpg

http://imageshack.dk/imagesfree/iZT60546.jpg

http://imageshack.dk/imagesfree/k7K60571.jpg

Currently you do more damage as a Wizard meleeing with a Dagger then casting Ice comets.

Sorath 10-16-2011 06:30 AM

FIX THIS NOWWWWW PLZ THX LOVELy !

jilena 10-16-2011 11:57 AM

Lovely can you either make a new thread or add all of these screens to your thread in the bugs section?

Silikten 10-16-2011 12:33 PM

What spell is Enstill...instill?

Mardur 10-16-2011 01:00 PM

It's a root...

Muaar 10-16-2011 01:34 PM

How are resists this broken AFTER the patch? Maybe we don't realize how hard it is to change them? This doesn't make sense... We know around the range that resists should make you resist a large portion of spells but we can't seem to put that into a system.

carnequare 10-16-2011 01:38 PM

Quote:

Originally Posted by Muaar (Post 435692)
How are resists this broken AFTER the patch? Maybe we don't realize how hard it is to change them? This doesn't make sense... We know around the range that resists should make you resist a large portion of spells but we can't seem to put that into a system.

dont criticize the devs, poopsock, and go do tests to help them confirm and fix it

Muaar 10-16-2011 01:45 PM

I honestly can't test anything near my level because my spells are too expensive =(

wtb /plat command on beta to assist in resist checking


edit: where have you been carnequare?

Lazortag 10-16-2011 02:00 PM

I tested resists a bit today and can confirm that no magic spells were landing on players with exactly 65 MR. Currently the server also doesn't seem to be differentiating between CC spells and damage spells in terms of resistability, which is a problem, but I assume this'll get fixed soon.

mitic 10-16-2011 02:03 PM

i was pvping today and the resists mid 30 where ok... i was even landing spells on red players as a wiz


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