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#1
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Also, I can't move while rooted. For 48 seconds. | |||
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Last edited by Silikten; 01-13-2012 at 07:04 PM..
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#2
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spells and abilities (see: gate, harmshield, divine aura, greater healing, yonder, blind, ice comet, fear, whirl til you hurl, etc) items (see: crystallized pumice, vial of swirling mist, lizard blood potion, golem wand, cloudy potion, etc) While Whirl til you get fucked you can use: chat /yell /q During the stun period after whirl you're fucked wears off you can use: chat /yell /q your feet to try and book it because YOU'RE STILL FUCKING SILENCED AND STUNNED AND DEAD WHAT THE FUCK | |||
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#3
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If they have a robust random number generator it's pretty easy to develop a good resist system. The problem is getting someone or some group of people with authority to define some numbers to resist levels.
Assuming an unresisted spell lands for 1000 dmg, what should be the expected damage at resist 100, 200, 300, etc? Once some consensus is reached on that question it's simple to define an appropriate regression to map out the rest of the possible resist values. Then you use the expected resistance at X resist as the mean for random number generation when a spell is cast on someone with X resist. The mechanics are relatively easy, the bolded part is what needs to be answered first. You can generalize this to debuffs or groups of debuffs or multi-effect spells too, you'd just need different resist tables for each group. | ||
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#4
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Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check. At 100 resist: 1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000 At 200 resist: 400, 200, 750, resist, 600, resist, 1000, 500, resist, 800 At 300 resist: resist, resist, 400, resist, 750, 500, resist, resist, 250, 300 By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that. | |||
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#5
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nice, another post by some retard that is talking out of his ass. | |||
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#6
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First let's assume that 0 resist provides no protection to this spell (it will always hit for full damage.) On average the resists in your runs provided the following benefits: 100 resist - 24.5% reduction in spell damage 200 resist - 57.5% reduction in spell damage 300 resist - 78.0% reduction in spell damage Now I don't really remember what the resist curve was like back then, but this sounds far more punitive than anything I remember. It's also not objectively balanced, you'd like for each additional resist point to decrease in effectiveness like all other stats. | |||
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