Quote:
Originally Posted by SamwiseRed
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can we get those neat charts posted for fire/cold resists. MR isnt as broke as people say but should be tweaked down a little. id also like to see a chart with necro taps. i feel they are too OP here. shouldnt they be resistable at 120mr?
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Based on my current analysis, I have approximated these values:
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Please keep in mind the current bug where a spell has an automatic 5% chance to land no matter what, whereas in classic it was a 10.5% chance to fail (aka naked player ~10.5% chance to resist a nuke/root/whatever on almost every spell ... considering naked resist value...).
Quote:
Correct logic:
"IE:
This covers all unresistable spells.
Spell: Tashina (60)
ID: 676
Resist: Unresistable
(this spell is unresistable barring certain factors.) (see below)
PVP resist(base): 5 (if player is 10 levels or more above caster)
PVP resist(max): 12 (if player is 10 levels or more below caster)
pvpresistcalc: 101 (beat this number to resist).
result for lvl 12 enc vs. lvl 22 Player:
calc is 101
base is 5
result : lands, 106 is number to beat but has no resist... so the target is deemed 101 resist points
Spell: Immobilize (39)
ID: 132
Resist: Magic, 0 (standard resists apply)
PVP resist(base): 50
PVP resist(max): -5
pvpresistcalc: 101
result for lvl 39 enc vs. lvl 49 Player:
calc is 101
base is -5
result : does NOT lands, 101 is number to beat but has no resist... so the target is deemed 95 resist points (-5 due to level difference)
Spell: Rapture (59)
ID: 1692
Resist: Magic
PVP Resists(base): -300 <- ten levels lower
PVP Resist(Max): -400 <- ten levels higher then caster
PVP Resist calc: 135< number to beat the spell's effect out-right
result: in addition to the level cap of the spell (affects creatures/people up to lvl 61)
1.) target is 10 levels lower, -400 is their starting point. so they would need a 535 Magic resist to outright resist the spell
2.) target is 10 levels higher, -300 is their starting point, they would need a resist of 435 to outright resist the spell.
Spell:Gasping Embrace (47)
Resist: Magic
PVP Resists(base): -42 <- ten levels lower
PVP Resist(Max): -57 <- ten levels higher then caster
PVP Resist calc: 133< number to beat the spell's effect out-right
result:
1.) target is 10 levels lower, -57 is their starting point. so they would need a 190 Magic resist to outright resist the spell
2.) target is 10 levels higher, -42 is their starting point. so they would need a 175 Magic resist to outright resist the spell.
with the exception of unresistable spells, in PVP there is a 10.5% chance to resist the spell if you do not meet the saving value.
conversely there is a 5.25% chance of the spell landing anyway -- Dr. Nirgon's note, again if you do not meet the saving value, otherwise it will not land if you meet the value no matter what!!!.
with damaging spells the power of them or "how hard they hit" if they land is directly correlated to how close they came to the number. minimum of 25% dmg.
so if the spell lands it does at least 25% dmg (partial resists).
if 75%+ of the "to beat" number is reached and the spell lands then 25% dmg is incured.
these partial resists come in 25% of spell dmg, 50% and 75%
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Correct values here.. ie:
http://lucy.allakhazam.com/spellraw....12&source=Live