I think I could shit out a better graph than that, here is my totally kickass partial resist system i suggested on vztz:
White Mage knuckle w/ spell resist system
White Mage knuckle here with tomes of power from the past, here was my suggested partial resist system, with enough checks and balances to make any player happy:
http://emu.pwned.com/showthread.php?...ht=shaman+epic
08-06-2009
The best thing you can do with the spell system is add a ballpark number to each resist range, never give someone a flat percent; for a certain resist.
0-50 5-25% chance to resist a spell fully OR partially. 85% chance for partial resist.
Partial will do 50-95% damage.
51-100 25-35% chance to resist a spell fully OR partially 75% chance for partial resist. Partial will do 45-90% damage.
101-140 36-45% chance to resist a spell fully OR partially. 65% chance for a partial resist. Partial will do 40-90% damage.
141-180 46-60% chance to resist a spell fully OR partially 50% chance for a partial resist. Partial will do 35-85% damage.
181-240 61-80% chance to resist a spell fully OR partially. 45% chance for a partial resist. Partial will do 25-85% damage.
241-300 68-80% chance to resist a spell fully OR partially. 40% chance for a partial resist. Partial will deal 20-75% damage.
A player has 76 fire resist and an opponent casts Starfire on them.
51-100 25-35% chance to resist a spell fully OR partially
a /random 100 yields 68.
The player either fully or partially resists the spell.
85% chance for partial resist. The player has a check for Full or Partial resist.
The roll comes up /random yields 39.
The player had to roll an 86 to get a full resist, since the roll was 39, now the player has a check to see what % of damage he takes.
At the 50-100 resist check, a player takes 45-90% damage. So a /random 45 90 takes place.
The roll comes up /random yields 80.
The player takes a 20% reduction in damage from the starfire.
The only difference between DoT and root effects in this case, is I argue that DoT and Root effects durations should be effected equally in these situations, there is no reason why DoT should be immune to reduction in damage, so the most reasonable solution is to make any % reduction from a partial resist reduce the number of ticks, or duration of the DoT.
A player has 110 poison resist, a shaman casts Bane of Nife on him.
101-140 36-45% chance to resist a spell fully or partially.
The players resist check /random yields 85.
The player succeeded his first check, the spell will not do it's full damage, if it does any at all, a second check is now made to see if the player fully resists Bane of Nife, or if it's duration is reduced.
The players second resist check is a 55.
65% chance for a partial resist at 100-140. Therefore the spell's DoT duration is reduced.
Now it is time to see how much the DoTs duration is reduced.
Partial resist will do 40-90% damage or duration. In this case the player partially resist bane of nife.
A third resist check is now made, yielding a 75.
Bane of Nife will last 75% of its normal duration. If it normally ticked 12 times in pvp, it will only last 9 ticks in this situation.
These two examples show how this system would work, the rule with DoTs apply to Roots. Anyway that's my 2 cents on a new resist system, it never makes a player immune but grants a very generous partial resist system, and prevents classes such as mages from being locked out from landing a spell.
I obviously would not make public to the playerbase what the actual resist level values are, since that would encourage players to make the 'minimum' in one resist and start stacking others, better to keep them in the dark.
If a player knew a resist check range was 101-140, he might consider making it just enough to hit 101 and stack another resist. Keep it hidden from the player and let him learn a balance through trial and error.
This is all I will ever put into a resist system idea, cheers.
Spells that are unresistable like the insect line of druid dots would not be effected by this system, same as lures.
Graph pic inc