Quote:
Originally Posted by Alecta
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Resists
This is the area of greatest 'greyness' for R99, and so I am sure everyone will hate me no matter what I do.
Prior to this last patch, every PvP spell went through the same resist curve. Certain spell types had often rather large +resist modifiers added to them to shift the curve around, but it was the same curve.
So what we've done is add new 'PvP resist calculations' to the system, where we can tag individual spells (procs / poisons / bard songs) as having a particular resist calculation. Currently, we only have 3 implemented:
- PvP Unresistible - used in Rapture, Splurt, Lifetaps, etc.
- PvP Linear with Cap - used in Roots currently, lets us specific a point where the resists hit the 98% cap.
- Default (Null's curve)
We're planning on adding some more such as : - One for rogue blinds - bit harder to resist than normal poison spells since they are 1 shot and require reagents, but with very nerfed partials so you aren't blinded or snared for 2 minutes.
- One for stuns - perhaps taking into account the level of the spell for your class and level of the caster, so your highest level stun can land occasionally, but spamming 4 low level stuns wont keep people locked down.
- One for non-lure DDs - which will predominately focus on the partial logic.
Any player feedback on spells or proposed resist functions is welcome.
Also, we've worked out a way to cap resists at 255, which isnt a huge deal at this point, but will be implemented prior to Velious, and should help keep things a little more manageable from a resist point of view.
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Just some random thoughts, and in general i like what you state above.
The lowest level stuns worked very well for interrupting spells. The explanation I gathered from live was that they wanted newbs to be able to use their spells and learn their class better before mobs started resisting. However, it had the serendipitous effect of being good pvp interrupt. I think we should emulate this.
In general: I remember resisting a fire nuke naked one time and being very surprised. And outright resisting more shit across the board actually. Spells in general felt more "RNG" than they do here. Here everything is pretty consistent, but back on live sometimes you really could get lucky and resist a nuke.
If there's going to be a 2% chance of any spell landing.. how about a balancing 1 or 2% chance that any (except unresistable category) spell can be fully resisted?
Fire/cold: think these were resisted about the same rate, except more ppl loaded fire resist so cold actually hit more.
Magic: magic nukes seemed a bit harder to land on ppl (untashed) but maybe that's because everyone had more mr? dunno. played an enchanter on sullon, they would hit (tashed) regularly. brother also played an enchanter.. was really fun timing out nukes/mez and ppl would rage. it was very reliable mezzing ppl, but then again, im thinking back to early days where ppl probably didnt have much resists.
Also, the 1.5x resist debuff is something I think we should go with here. so -40 mr tash would actually be -60 in pvp.
poison/disease: for some reason i feel like disease was hardest line to resist in the game. and poison was a little easier, but still not easy (but hey i guess none of them were "easy" to resist except root)
Dispels: this is probably a lot of work (and some guess work?), but fixing up the dispels to work on the counter system like poison/disease would be nice and classic!
Oh and FINALLY, like I've mentioned repeatedly over the years... I think resists should scale with the era. Because during classic it's hard to get 150mr, and during velious it's a piece of cake. Make the system scale to the available resists. I believe null may have coded with velious in mind.. and maybe his system would be perfect if we all had 150 mr/fr/cr unbuffed. But that's not what we have in Classic, and for the new teams server it'd be nice if the curves could easily be "bumped" over by 40 resist per expansion (or whatever seems balanced - kunark didn't introduce as much resist gear as velious).