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#21
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![]() Hello, just started playing here - 11 wizard.
Resists seem to be overdone a bit - what do I do in regards to "reporting", screen shots? Blues seem to brush off my spells like I remember evens did back in vanilla when I played a wizard back in the day. Attacked a blue lion, had root resist twice, and the third and fourth roots broke on first contact. I avoid even and yellow cons now since root won't work on them ;D (well, sometimes it does) Are the devs still investigating this? Or is this the resist level that's gonna be in play for the rest of Kunark? If so, please please let us know [You must be logged in to view images. Log in or Register.] That way I'll go roll something else... hmm, no, no I won't. But still, lol Then again, maybe there are just resist issues inherent at lower levels that I don't remember, /shrug | ||
Last edited by rbtucker; 04-06-2011 at 01:16 AM..
Reason: .
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#22
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![]() I can confirm this. Blue mobs are resisting the druid dot line (drones of doom, drifting death, winged death) series -200 magic resist modifier spell roughly 30% of the time. Rarely had any resists before Kunark went live on project 1999, now having a lot of issues. The spells are acting as if there is no magic resist modifier.
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#23
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![]() Quote:
__________________
Rasah - [60 Heirophant]
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#24
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![]() Was in solb window yesterday, and at 46 I found the resists to be as I would expect, that is - not very often. Note these are near light blue or light blue mobs. It seems that the high blues are resisting way too much imo.
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#25
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#26
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![]() I have also been seeing higher resists in general ever since around March 13, 2011 when version 4 of the spells file went live. At first it seemed that roots and snares were most affected, but that may have been fixed and now I'm seeing a lot of resists of my druid magic-based DoTs. So today and yesterday I recorded resists while kiting various cacti, tigresses, and rhinos in The Overthere.
Me: 33 druid Blue cons: Ensnare: 1/10 resisted (10%) Creeping crud: 8/30 resisted (27%) Immolate: 3/10 resisted (30%) Yellow cons: Ensnare: 3/6 resisted (50%) Creeping crud: 5/12 resisted (42%) Immolate: 0/3 resisted (0%) Before March 13, and possibly up until more recently, I rarely ever saw resists of my magic-based DoT. Something still seems wrong with spell resists. | ||
#27
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![]() still getting multiple resists in a row even on my -100 fire dot line. On live these never resisted unless immune to fire or raid mod sometimes (even then it was the go to line for raid mobs). Having this resist multiple times on normal blue cons is broken.
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#28
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![]() druid magic dot line, in the one spell file where they actually posted the resist mods was no longer at -100 or -200 to resist. it was at +25, same as immolate. at the time i posted that this was not classic and a couple links to back it up. The problem still exists.
all the issues with too many resists on that particular line stem from that (unless it was changed) not the overall resist system. not sure why this change was made. the two lines were reduced to one (changed/nerfed) so that stacking was reduced. In light of that, it seems a little crazy that that the same line would be further nerfed so that it won't land. Druids are having to camp out on single blue mobs quite frequently after going OOM as stated above. This never happened before and is NOT a classic experience. My druid was 40 for weeks and not even half thru 41 because I keep hoping that the resists will be changed so that we don't continue to totally suck. Some of the were changed, but it's not enough. Druids are heavily reliant on spells that are magic based - snare, root, dots. We have no debuffs like shaman and int casters do. So if there are more resists we bear the full brunt. I'm level 41. I can kill one bouncer hurd/flerb per spawn round with difficulty. A level 35 mage can kill both. It is not druids that need nerfing. If the druid dot is still at +25, or not in the range of -100 on its resist mod. please fix it. I'd hate to shelve my druid completely, but it's close to happening. | ||
#29
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![]() willie -
There is no denying that there still remains some issues with resists. Druids are hit particularly hard because: * their spells are not particularly cheap mana-wise * they have no mana rate increasing capability until high level * they have poor melee and no pet - melee damage cannot ameliorate resists * they are just getting over swallowing the non-stacking adjustment However, the issue with 25 vs -100 resist modifier has already been brought up and Uthgaard offered what appeared to all to be undeniable evidence that in classic, the modifier was 25. For sure it was changed at some point to -100, but not yet. Nonetheless, many of us are of the opinion that resists on that Druid spell line (among others from multiple classes) are too high for that period. That most likely means that the internal resist code implementation needs adjustment, which is what the devs have been doing. They have made good progress I think, though it is evident there is still work to be done. High dark blues and whites seem to resist too much for most everyone, not just Druids. Also, there appears to me to be a possible issue with how the resist code uses input from the notoriously streaky RNG, as sometimes, once resists start, they keep going like the ever-ready bunny.
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~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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Last edited by mwatt; 04-07-2011 at 06:54 PM..
Reason: reword portions for clarity
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#30
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![]() hoping the devs are not considering this fixed and ok. imho it is far from ok
my druid is unplayable solo, everything is resisted to the point that i am restricted to alot of death when i OOM or soloing light blues. druids are supposed to be one of the best soloing classes. people don't make druids to go heal in groups, they make them to solo the very same mobs i was killing easily 10 levels ago, are now a struggle to kill at all. consecutive resists are way out of control. once a mob resists once it resists repeatedly. plus original resists before this kicks in are still a bit high. 42 druid getting resisted on drones of doom 5-6 times in a row every other mob. root and snare are much improved. immolate is resisted alot also. fighting bouncers in feerott, hill giants in rathe, griffins in various zones, forest giant arbors in fv. popped all over various zones looking for lower resist mobs and yet to find any | ||
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