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Old 10-28-2011, 11:19 AM
Amuk Amuk is offline
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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.
  #2  
Old 10-28-2011, 12:12 PM
veto veto is offline
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Quote:
Originally Posted by Amuk [You must be logged in to view images. Log in or Register.]
It wasn't pvp immunity, it was pvp exp loss immunity - are you seriously asking for pvp immunity on cr hahah.
no, read it again, you missed it
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Old 10-28-2011, 01:42 PM
lindz lindz is offline
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Originally Posted by veto [You must be logged in to view images. Log in or Register.]
no, read it again, you missed it

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Originally Posted by Rogean [You must be logged in to view images. Log in or Register.]
PvP Deaths
Upon a PvP Death you will respawn with no mana and half health. You will have an effect on you called "PvP Death Effects". This buff is beneficial and may be clicked off at any time, however it is in place to prevent further XP Loss from PvP Deaths. This buff will remain on until any of the following conditions are triggered:
  • You make any aggressive action towards another player.
  • You cast a Heal or Buff on another player.
  • You loot any corpse.
  • You remove any item from your bank.
  #4  
Old 10-28-2011, 04:21 PM
veto veto is offline
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ya thats not even on, but no you missed it
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Old 10-28-2011, 05:08 PM
Lazortag Lazortag is offline
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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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Last edited by Lazortag; 10-28-2011 at 05:11 PM..
  #6  
Old 10-28-2011, 05:32 PM
ChubbyBubbles ChubbyBubbles is offline
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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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  #7  
Old 10-28-2011, 05:32 PM
Null Null is offline
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Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
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.
I am pretty sure that it was your sample size, 10 casts isn't always going to reflect resist rate very well. I will be on later if you want to do it again with a larger sample size. I can assure you though that snare spells will -always- resist more an non-cc spells over time.
  #8  
Old 10-28-2011, 05:45 PM
Galacticus Galacticus is offline
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Quote:
Originally Posted by Null [You must be logged in to view images. Log in or Register.]
I am pretty sure that it was your sample size, 10 casts isn't always going to reflect resist rate very well. I will be on later if you want to do it again with a larger sample size. I can assure you though that snare spells will -always- resist more an non-cc spells over time.
Is there some sort of chart of formula that is used to calculate this stuff that we could use to some advantage for testing?
  #9  
Old 10-28-2011, 07:03 PM
Null Null is offline
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Quote:
Originally Posted by Galacticus [You must be logged in to view images. Log in or Register.]
Is there some sort of chart of formula that is used to calculate this stuff that we could use to some advantage for testing?
I can do you one better, ill try and package up my simulator and put it up here.
  #10  
Old 10-29-2011, 05:20 AM
Pudge Pudge is offline
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Quote:
Originally Posted by Null [You must be logged in to view images. Log in or Register.]
I can do you one better, ill try and package up my simulator and put it up here.
while everyone WANTS to know... i think it should remain rather mysterious, just like live
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