My first avenue of attack would be to look for evidence of increased mob resistances at higher (35+) levels, because it exists.
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Level 35 or above wizards will find that their spells (Magic, Cold, or Fire) much less likely to be resisted. This effect stacks with the Staff of Temperate Flux and enchanter, shaman, and magician resistance debuffs.
This change was made to increase the effectiveness of wizards at about the level that all spell-casting classes start seeing their resistance rates go up.
https://wiki.project1999.com/Patch_N...rd_Enhancement
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There is player evidence of this too in-era, lots of chanter complaints about resists.
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Verant, we are broken. We are resisted on EVERYTHING we do .. way too often. How can you crowd control when you get resisted? Not once, not twice but sometimes through the whole fight. THen the only good you are is a target the monster(s) are trying to hit (thereby ignoring everyone else pounding on it/them).
http://web.archive.org/web/200104172...000223-11.html
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(2) charm line of spells (3 spells) - Resists are so high and duration so unpredictably short that the entire charm line of spells is now a suicide spell to cast on anything blue or above. NOTE: this line of spells is rendered useless in the planes as even with tashania you cannot cast these unresisted on anything and even if you could the duration would be so short that there would be no practical use.
(7) Mezz and Stun series (3 Stun, 3 mezz) - ALL USELESS in the planes! All become very highly resisted at level 44. I have cast 5 unsuccessful stuns in a row against blue mobs and I am level 44 and have a charisma of 203.
http://web.archive.org/web/200104172...000223-11.html
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I'd also like to see our mez spells actually take hold after we tashan the stupid things. What is the point in lowering their magic resistence when all your spells just bounce off? And they are bouncing off of blues and greens! NOT YELLOWS OR REDS! Does that make sense?? I really don't think so.
http://web.archive.org/web/200104172...000223-10.html
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The biggest problem with Enchanters is our role is VERY limited in a group. We debuff and do crowd control .. or we try too. Verant continously upgrades the magic resitance on EVERYTHING without THINKING of how it will effect US. Now we're stuck with a spell book full of spells that are resisted constantly by /blues.
http://web.archive.org/web/200104172.../000223-9.html
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I love Enchanters, they are a really cool class. But as Verant are riding their perpetual nerf-a-coaster, this time they have left us behind. Steadily but surely, they are either A: Decreasing our power to give other classes more or B: Just introducing more high level monsters on the Planes and forgetting that all of our spells get resisted by them.
http://web.archive.org/web/200104172.../000223-9.html
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There's the usual bitching and exaggeration factor to take into account but I do think resistances could use a bump at the higher end.
I think chanter charm power is the result of lots of little things adding up to a big thing.