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Spell Caps and Resist on Patch
So I tested some spells on beta and these were my findings
Cold and Fire from 10 out of 10 nukes at 60 Cold/Fire: 8 of the nukes partial-ed for 60 to 80% less of total dmg 1 landed for full 1 was full resisted At 90 Cold/Fire 5 out of 5 nukes: All five fully resisted This was tested using multiple spells all with no resist modifier Results=/Facepalm Basically the threshold for full resists is set way too low. You have to take into account that there has been 3 years of kunark not 9 months like on live. And the fact that 90% of the 60 population is loaded with dragon loots. Then take into account the fact velious introduces blue diamond jewelry and ton of other resist gear. If you release the patch with 90 being the necessary amount of fire/cold/poison etc for full resists when the average player has 120-140 and then factor in velious gear, then this patch will have essentially nerfed all casters out of pvp. Your lowest threshold for full resists 5 out of 5 should be 120-140 not 90 lol. When you factor in velious gear lol it should prolly be 150-180. If you roll this patch out as is, then melee dmg will be the only dmg, and every player will be immune to all spells even with resist debuffs except for lure/lifetap. Doesn't sound like a lot of fun in pvp when spells are all for pve only. | ||
Last edited by Burgerking; 11-25-2014 at 06:14 PM..
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