Quote:
Originally Posted by Alecta
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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:
- What do you think the partial resist curves should look like (feel free to bust out paint)?
- What do you think as far as outright resists on pure nuke spells?
- 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.
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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