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Old 08-01-2014, 03:30 PM
Uuruk Uuruk is offline
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Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Recently on eqlive, I bolted a decaying skeleton to test range of bolt.. with a level 69 magician, and it resisted.
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Old 08-01-2014, 03:50 PM
koros koros is offline
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Resists were weirdly coded on live. There was a base chance at resists, and it was probably 2.5-5%ish. But things like winged death/pyrocruor never resisted except on mobs that were extremely high level or basically immune...

I bet the logic of the code said that if the mobs effective resist was < 1 than it wouldn't have a base resist chance.
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Old 08-01-2014, 04:06 PM
Haynar Haynar is offline
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Quote:
Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Resists were weirdly coded on live. There was a base chance at resists, and it was probably 2.5-5%ish. But things like winged death/pyrocruor never resisted except on mobs that were extremely high level or basically immune...

I bet the logic of the code said that if the mobs effective resist was < 1 than it wouldn't have a base resist chance.
Kind of what I am looking at. It could be as bad as 2.5-5%, but that seems like a lot. I set it currently to 1%, and that caused much heartburn. But I also didnt take into account any base resist chance adjustments. I have that in the next iteration, but need to add if mob was debuffed. So I am thinking it really may come down to just capping how much resist chances are adjusted based on level differences between you and mob. That may be what needs a cap it seems like.

H
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Old 08-01-2014, 04:12 PM
koros koros is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Kind of what I am looking at. It could be as bad as 2.5-5%, but that seems like a lot. I set it currently to 1%, and that caused much heartburn. But I also didnt take into account any base resist chance adjustments. I have that in the next iteration, but need to add if mob was debuffed. So I am thinking it really may come down to just capping how much resist chances are adjusted based on level differences between you and mob. That may be what needs a cap it seems like.

H
I always thought it was 5% because somewhere way back I recall a post about "base chances" being posted by brad. Probably in 99/2000 and lost to time. There's a LOT of forum posts that were likely never archived. It's entirely possible he was only talking the base chance for a fizzle, but I recall it being about a base chance to land a spell (vs non immune), get resisted, or fizzle all being set at 5%. Obviously, take that with a grain of salt.

To be fair 5% does seem somewhat high, but 1/40 doesn't seem very high to me. I can't believe people are complaining about 1/100.
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