Quote:
Originally Posted by Technique
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I'll argue the exact opposite, because widening the partial damage range only further promotes randomness as a deciding factor in the outcome of fights.
According to that graph, the low-high damage band is essentially static for all resist values. If anything, it should narrow with increasing resists (by reducing the high damage end of the range, not raising the low end) as a reflection of the player's decision to gain some insurance by stacking a resist at the cost of other stats/resists.
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when you partialed on live, it was a wide range you could partial for, not partial for only 40-50% of the spell damage every time