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  #1  
Old 09-30-2011, 03:51 AM
Doors Doors is offline
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Melee damage vs. NPCs is really low even for the current gear standards.

However vs. players as a wizard for example I never miss, and usually hit up decently well for my weapon which is a fucking ******ed bronze dagger.

Root resists constantly on low level targets but rarely does on even cons or DB cons.
Magic based nukes resist an awfully lot as well. Cold / Fire not so much.

Mobs seem to be nailing people also but that could be an AC issue.
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Old 09-30-2011, 05:08 AM
Tarwine Tarwine is offline
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I'm not sure if the hitbox is too small. It almost seems like hits just get lost in the code sometimes. I've had a couple times my target was stopped, and it didn't let me hit him. I'm not seeing "You are too far from your target" messages or anything either.
  #3  
Old 09-30-2011, 06:22 AM
tmoneynegro tmoneynegro is offline
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Just make crowd control spells function like EQ live did in this era (was capped at 98%):

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Last edited by tmoneynegro; 10-01-2011 at 06:40 PM..
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Old 09-30-2011, 08:31 AM
Lazortag Lazortag is offline
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Quote:
Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
Just make crowd control spells function like EQ live did in this era (was capped at 95%):

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I don't know if you're trolling or not, but your graph doesn't "cap" at 95%. You'd need a piecewise function for that:

y=x-25 if x <= 120
= 95 if x > 120

Regardless this is clearly a stupid graph. I shouldn't waste my time educating you on the obviousness of this, but firstly, your graph doesn't reward people for having MR above 120, which is by no means classic. In classic (as in any era of Live) you had better resist chances if for example a Bard was pumping you up to 300 MR than if you only had 120, and saying otherwise without solid proof is just idiotic. Granted, you may have had diminishing returns at higher MR (so the difference between having 300 MR and 150 MR is much smaller than the difference between having 150 MR and 0 MR), but your chance to resist with x+1 MR should always be strictly greater than your chance to resist with x MR.
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  #5  
Old 10-01-2011, 02:28 AM
tmoneynegro tmoneynegro is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
I don't know if you're trolling or not, but your graph doesn't "cap" at 95%.
No shit, that's why I mentioned resist caps at 95%, it's in the patch notes and was later changed to a different number post PoP.



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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
firstly, your graph doesn't reward people for having MR above 120
It doesn't matter what your opinion is on itemization or whatever, the graph shows what crowd control spell resists were like during classic through Velious.


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Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
you had better resist chances if for example a Bard was pumping you up to 300 MR than if you only had 120, and saying otherwise without solid proof is just idiotic.
Your blue server commentary isn't relative to a PvP server. Verant knew that letting crowd control spells land completely destroyed many classes like rogue/monk/war so they made it extremely easy to become 95% immune to them.

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Originally Posted by pickeled heretic [You must be logged in to view images. Log in or Register.]

relationship between MR and resist should be hyperbolic

p.s. a linear relationship for anything is retarded
You use extremely stupid assumptions that every spell should actually land in PvP. They knew many spells were not balanced for PvP so made them extremely easy to resist.
  #6  
Old 10-01-2011, 04:11 AM
Null Null is offline
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Quote:
Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
No shit, that's why I mentioned resist caps at 95%, it's in the patch notes and was later changed to a different number post PoP.

It doesn't matter what your opinion is on itemization or whatever, the graph shows what crowd control spell resists were like during classic through Velious.
I would love to see those patch notes.
  #7  
Old 10-01-2011, 06:24 AM
tmoneynegro tmoneynegro is offline
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Originally Posted by Null [You must be logged in to view images. Log in or Register.]
I would love to see those patch notes.
Actually got it backwards, it was changed to 95% resist cap during GoD and was 98% before that:

- Spells now have a minimum chance of landing of 5%, up from 2%.

http://www.necrotalk.com/showthread.php?t=2295
  #8  
Old 10-01-2011, 11:36 AM
pickled_heretic pickled_heretic is offline
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Quote:
Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
You use extremely stupid assumptions that every spell should actually land in PvP. They knew many spells were not balanced for PvP so made them extremely easy to resist.
where did I say that? why are you arguing with me? are you trying to defend your shitty graph with the linear resist that caps at about 100 mr? lmao.
  #9  
Old 10-01-2011, 05:08 PM
Lazortag Lazortag is offline
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Quote:
Originally Posted by tmoneynegro
Your blue server commentary isn't relative to a PvP server. Verant knew that letting crowd control spells land completely destroyed many classes like rogue/monk/war so they made it extremely easy to become 95% immune to them.
You never actually supported this; you need to explain why having 120 MR should give you exactly the same benefit as having 300 MR. That's never how it worked (can you find even one source that supports what you say?). You also never showed why your ridiculous graph is a classically accurate plot of what resists were like (for CC spells or otherwise). No one is saying root just land often at 120 MR, we're just saying you're a complete imbecile if you think that graph represents either how resists were or should be.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
  #10  
Old 10-01-2011, 05:36 PM
tmoneynegro tmoneynegro is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
You never actually supported this; you need to explain why having 120 MR should give you exactly the same benefit as having 300 MR.
You're a blue server player and trying to claim you're more knowledgeable on a subject than someone who played a pure melee class from day 1 on Sullon Zek? You have 0 credibility in this thread.

Lethdar even posted an old Safehouse link where some guy parsed crowd control resists during Luclin and it was 87% resist rate with 150MR. The parse was just after a patch that made it easier for spells to land so the resist rate was even higher before that:

"150 MR gets you about 87% resistance to snares according to my last batch of tests."

http://www.thesafehouse.org/forums/s...ead.php?t=7879


I'm 100% positive the resist rate for crowd control was over 90% with 120MR during Velious and prior expansions. My graph is accurate within a 5% margin of error or so.

Link to graph: http://img809.imageshack.us/img809/5918/linear1.jpg

Here's some more people who actually played a PvP server:


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Last edited by tmoneynegro; 10-01-2011 at 06:35 PM..
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