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Old 07-18-2014, 05:59 PM
Alunova Alunova is offline
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Join Date: Apr 2013
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Quote:
Originally Posted by wycca [You must be logged in to view images. Log in or Register.]
I'm guessing its easier to tweak the resist system than it is to individually balance Velious mobs to be beatable (ie like lowering Kland's level to 66 from lvl 70 - which did help with fear when you have 350-400ish MR, but he's still very problematic obviously, being able to land slow may help with this, but still).
Lowering his level was not based on adjusting difficulty individually, it was bringing him in line with all other Velious bosses. Level impacts more than just resists, he almost never missed in melee and was more resistant than he should have been. I adjusted the level to match all other velious bosses using values that have already been tested (which were inflated by his level) so that if/when resists are changed, there is uniformity so that it can be adjusted in the code without going back through every boss in the game. 255 and 500 are just numbers, you can cut the impact of each point by half and have 255 behave exactly the same way as 500 does now, although it will make resist mods more effective. This is why I want it to be uniform to make this change possible if one of the source developers finds a way to do it.

The Klandicar you fought was still level 70 since there has not been a patch.
Last edited by Alunova; 07-18-2014 at 06:03 PM..