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#1
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It wasn't pvp immunity, it was pvp exp loss immunity - are you seriously asking for pvp immunity on cr hahah.
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#3
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#4
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ya thats not even on, but no you missed it
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#5
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My in-game name is Wolfram (on the red server; 35 Bard) and I tested resists quite a bit on him. Currently it seems that resists are not top-heavy enough for mezzes and snares, while non-CC spells like Fufil's Curtailing Chant (bard dot) are resisting as much if not more than CC spells. There needs to be a distinction between these types of spells in terms of which ones resist more. Most of my data/conclusions is here: http://www.project1999.org/forums/sh...ad.php?t=52223
If you browse these forums you'll see there's a fair bit of agreement on the need for a different, more classically accurate resist system. At the very LEAST a spell like snare should resist more than a non-CC spell. As of now this doesn't seem to be the case with my testing. Also all of my testing was fairly recent, in case that wasn't clear.
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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 | ||
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Last edited by Lazortag; 10-28-2011 at 05:11 PM..
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#6
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In game : Fuzzycandy 27, shaman
Spell System - Generally Good / Bad? Any tweaks needed? Finding the spell system to be good. Though i haven't been lvling alot so I have not tested all the lines of shammy spells. Dynamic PVP System - Since it's been working now.. Good / Bad? Love the idea. Did not like how it worked before. Has been working MUCH better recently. System allows for everyone in a fight to actually be involved, instead of fef immy healers n such =) PvP Range I would prefer a 5-6 pvp range instead of the scaling. Keeping it one level range across the board makes things a little bit easier in my opinion. *Only problem I have so far to discuss is the overwriting of SoW from 'snare' effect spells. I don't remember if it was classic or if it is even an intended product of the resist system we have, but I do dislike it. Is it entirely impossible to have 'snare' effect spells on a different resist table than the other spells to compensate for movement spells like sow being overwritten? Just my thoughts.
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Chubbybubble.
Fuzzycandy - <Straight Outta Oggok> formerly <Hand of Tonomar> RIP Madamm <Happy Little Hug Factory> | ||
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#7
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#10
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