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Old 07-28-2015, 02:58 PM
Bokke Bokke is offline
Kobold


Join Date: Sep 2013
Posts: 180
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Quote:
Originally Posted by TarukShmaruk [You must be logged in to view images. Log in or Register.]
^

Resists were kinda weird on live..I guess there's more data now to know why things worked the way they do but basically it was:

-anything with some extra component had a super easy chance to be fully resisted. stun or forced interrupt (which was just a .1 sec stun anyway iirc)

-full resists on nukes without secondary effects seemed to be like a 5% chance regardless of your resists. resist gear would simply mitigate your damage. on my testing with CR and ice comet you'd get a ton of partial resists with high CR, but your full resists were the same as if you had no CR.

-spells with a pushback were the same as above

-certain spells seemed to ignore resists completely and only have the base 5% chance to resist - druid swarm dot line, almost all necro dots except heart flutter line and clinging darkness, necro taps

MR nukes with no other component were just like fire nukes or cold nukes - they'd land for full or partial almost always, and pretty much never fully resist except that base chance regardless of your MR
This actually sounds pretty accurate to me.
I'd add on a tangent necro spell Pyrocuror was almost guaranteed land and it was FR based. It along with splurt were the two go-to dots for necros in highly geared pvp. It resists a ton atm on r99.