
04-09-2012, 10:31 AM
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Planar Protector
Join Date: Sep 2011
Posts: 1,463
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These two posts in particular is why this server's "classic" tag is unjustifiable.
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It's closer to 60% resist rate with 84MR. It isn't intended to be exactly live like.
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Originally Posted by Kief View Post
Why do you think root/MR based cc spells should be implemented in this manner here? Not saying it is better or worse, but curious as to why you think these spells should be able to land when they never did on live.
and
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Originally Posted by Dequarius View Post
I think the whole server really would like an explanation as to why the developers think resists should not be as close to classic as possible.
Bluntly? Classic resists are a bad system. Is ours perfect? No, it needs work. However I do not think that effectively gutting a bunch of spell lines from the game is the solution.
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Originally Posted by Kief View Post
In theory that resist system seems great, but must be I was simply getting unlucky with the nukes? When you could entirely resist them classicaly, that 20-50% of 66% of 1.2k (ice comet) and 612(starfire) is still incredibly significant. Especially when that unlucky 5% comes around and its 100% of 66% of said values.
If you have 50FR and 1000HP and you are considering adding 10FR, that 10FR is only worth 25HP against FR based nukes. However if you have 100FR and you add another 10FR then its worth 69HP. This also means that the more of a resist that you get, the more effective buffs are....for example if I have 100FR with 1000HP and I get 40FR from Resist Fire, that Resist Fire is effectively worth 467HP against FR based nukes. But if you have 50FR and you get buffed with Resist Fire, its only worth 155HP.
TL;DR: While resists are always going to be situational, they scale a hell of a lot better than HP gear...especially if you have access to buffs.
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