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Old 10-01-2011, 03:44 AM
Pudge Pudge is offline
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Originally Posted by tmoneynegro [You must be logged in to view images. Log in or Register.]
PvP resists capped at 95% during classic through velious, it's in the patch notes.




Listen pal, I've already gone through this. I know for a fact that crowd control spells resisted over 90% of the time with 120MR.

When crowd control resists max out that fast, using a non-linear graph is wildly inaccurate to represent resists actually seen on PvP servers. They either give you too much resist early on, or not enough at the upper end. My linear graph is MUCH more accurate to what was actually seen on Sullon Zek for crowd control resists.

Please do not post graphs if you've never actually played high end PvP before in EQ.
nice i was about to mention the 95% thing.

i think resists just need to be tweaked with each era, to account for better gear. knuckle came up with a resist system he posted on vztz that didn't look bad. didn't agree with the exact numbers, but thought the general idea looked good. included partial resists too.

knuckle you have that post somewhere?
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Old 10-01-2011, 04:38 AM
tmoneynegro tmoneynegro is offline
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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
i think resists just need to be tweaked with each era, to account for better gear.
I don't care what they do with damage spells as long as crowd control spells function like normal EQ PvP and not "some random guy's wildly unbalanced implementation".

This is why it's absolutely stupid to have those spells land:

If you're playing a solo caster outdoors and there's a zerg chasing you, soon as the root lands, you're gonna spam gate or shadowstep and gate and probably get away easy.

If you're playing a melee and that happens, you just die as they chain cast it over and over. Making it so casters have more survivability than tank classes is utterly stupid and whoever thinks that's a good idea doesn't need to be let anywhere near the server code.
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