Looks like you have some good ideas and are doing good work Alecta.
Unfortunately, some of these changes are all for naught if you are looking for a classic PVP resist system.
First, the resist system needs to be completely reconfigured for PC vs NPC before you do anything with PvP based resists. Pvp Resists worked almost the same way as PC vs NPC Resists before they completely reworked the Spell System. The only difference in PvP was the Target receiving an extra resist bonus (This in addition to the regular level difference resist calculation). I am unsure if this extra bonus scaled in relation to the level difference between the Target and the Caster (I think no -- It just gave a flat Resist bonus for PvP ONLY).
Most spells in PvP were resisted or heavily partialled once your Resistance was over a certain level. This is due to the extra resist bonus and most Player spells having a fairly low Resist Mod.
Fixing Resists:
Cap Player Resists at 255
Resists from 201 to 255 gave less benefit -- Like Wisdom/Intelligence/etc
Factors calculating resists:
Level difference between Target vs Caster -- ie 42T vs 36C = +6, 36T vs 42C = -6
Target then receives Positive or Negative Resist adjust due to level difference (To shown resist)
Another Additional Positive Resist adjust for the target in PvP (Only PvP)
Spell Resist Mod subtracted from Total Resist
Resists calculated on percentages from 0 to 200 and 201 to 255
Roll for Full, Partial, or Resist -- Determined by Total Resist
On a Partial another Roll determines the damage on the Partial -- Based on Total Resist again
This will require a lot of work and testing to get the correct Positive or Negative Resist adjust due to Level Difference. More work and testing getting the Total Resist percentages correct for 0 to 200 and 201 to 255 Resist. Keep in mind these are all determined by Rolls, it is possible to land a full nuke on a player with very high resist and get a full resist on a player with very low resist. Same with High and Low partials.
Quote:
Originally Posted by Alecta
[You must be logged in to view images. Log in or Register.]
Root and Snare Duration
Null also made it so root and snare do not have a chance to break on ticks. Instead if they land, they always land for the full duration. They only break on spell damage and melee damage. Melee damage has a (damage/5)% chance to break, so a 500 hp blow always breaks it, a 250 hp blow will have a 50% chance to break it, etc.
Personally, I think that by not giving it a chance to break on ticks, it further trivializes resists. And while I understand the logic behind the melee damage, that's not exactly classic.
Also, the Titanium Client has a 24 second snare cap for PvP that we are currently overriding. Any opinions on the 24 second cap with tic checks for snare?
|
Specific Duration Type spells do not have a chance to break on ticks. The duration is set when the spell hits the Target.
Roll for Full, Partial, or Resist -- Determined by Total Resist
On a Partial another Roll determines the tick duration on the Partial -- Based on Total Resist again