Thread: Partials in PvP
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Old 10-19-2013, 04:51 PM
Pudge Pudge is offline
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Quote:
Originally Posted by Alecta [You must be logged in to view images. Log in or Register.]
Currently the partial curves look something like this:

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(though there are some additional checks not represented that let high roll nukes land for full).

So if you eyeball it:
Code:
RESIST	LOW 	HIGH (DAMAGE %'s)
75	92%	100%
100	73%	100%
125	61%	93%
150	52%	84%
175	45%	77%
200	40%	71%
225	35%	67%
250	32%	64%
I'm additionally looking at critical failures for pure nukes, where you will fully resist them at the rate of 1.2% per resistance point. (9% @ 75fr, 18% @ 150fr, 30% @ 255 fr).

So my questions are:
  1. What do you think the partial resist curves should look like (feel free to bust out paint)?
  2. What do you think as far as outright resists on pure nuke spells?
  3. And for the inevitable "Make it classic" folks, please define your remembrances of classic. In terms of questions 1 & 2 above.

Thanks for inputs. This thread will be moderated & off topic posts deleted.
Trying to understand this graph. What does "pure nukes that would have been outright resisted" mean? Does this mean null modified previous PvP/pve code to make it so no spell was ever resisted, and instead partialed?

Instead of scaling resists with level (which helps twins even more) I think resists should scale with server timeline.

Also in general I'm afraid of casters getting too gimped. In general
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