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Old 04-27-2011, 08:23 PM
eriamjh eriamjh is offline
Aviak


Join Date: Feb 2010
Posts: 82
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Quote:
Originally Posted by Brain [You must be logged in to view images. Log in or Register.]
Someone just email McQuaid and ask him if charm should last 30seconds 90% of the time or have a genuine SOLID CHANCE of lasting up to the max duration.
This is the problem that isn't being properly addressed. Resistances just do not scale properly and never have. It may be because of different spell effects having different, wrong hard-coded resistance offsets leading to overall skew, or it could be a number of other things like resists being out of an expected 400 for PCs instead of 255. Regardless of the actual faults in the code, NPCs just CHEAT when it comes to resisting charm duration now. It is just ridiculous and can easily be demonstrated in two simple example:

Druid swarm line dots: All classic swarm line dot spells have a -100 magic resist check offset. This is equivalent to a level 50 enchanter and shaman stacking their best tash+malo on the mob before you try to cast a non-offset, magic-based dot on it. Because of this -100 magic resist offset, swarm line dot spells are virtually never resisted against blue con mobs. This is a well established fact. The rate is literally 1-2% or less unless the monster is only a few levels under you or has naturally high resists. If a -100 magic resist offset mod on these spells effectively reduces their resist chance to nil, then it should substantially improve charm duration so long as it lasts.

Necro heat blood line dots: Heat blood has a -100 fire resist offset which also makes it virtually unresistable. If you don't believe me just try heading down to befallen at level 50 with less than 100 fire resist and you will get dotted by those damn level 10-20 necros much if not most of the time at a THIRTY LEVEL difference. Again, a -100 resist offset virtually eliminates resists on the heat blood dot line spells both PC vs general monsters as well as NPCs vs virtually any player. The few exceptions all have innately high FR or are designed to be fire immune.

Now what is the deal with charm? Charm is not supposed to have a 2 minute average duration at -100 MR just like it isn't supposed to have a 10 minute average duration for stupid enchanters that don't believe in tash. Most non-boss monsters in the emu database I browse don't even HAVE 100 MR to begin with, yet they fair remarkably well at resisting charm duration even when I have 10+ levels over them as they effectively have _negative_ magic resistance.

What needs to be fixed here seems obvious. So long as the moster has both tash and malo on it charm should last more like an average duration of 10 minutes out of its _20 minute max duration_ than the current ~2. Once malo wears off you lose at least 2/3 of that random extra duration, and the other 1/3 once tash fades. Both last less than 10 minutes which is still less than half of charm's duration at 60 anyway.