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  #41  
Old 11-17-2013, 07:46 PM
Retti_ Retti_ is offline
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Originally Posted by Not_Kazowi [You must be logged in to view images. Log in or Register.]
is there any estimate on when t99 comes out
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  #42  
Old 11-17-2013, 10:00 PM
Alecta Alecta is offline
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Originally Posted by Lasher [You must be logged in to view images. Log in or Register.]
One thing to take note on is certain spells that just seemed to always land or a great deal. I played an ench on live and yes MOST MR spells didnt do shit against an ok geared toon, except chaotic feedback.
I know folks mentioned that a low level wizzie nuke functioned the same with with low resists (and perhaps a pally stun?).

If we can get a list of those spells I can take a look at them together.
  #43  
Old 11-17-2013, 10:12 PM
Alecta Alecta is offline
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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
ah, i found this. looking at the graph, I'd say the "partials" area is way too condensed - give it some room to breathe, have partials land for a wider range, by dragging that bottom blue line down considerably.
Yeah, an additional point of consideration is that in that range the values are uniformly distributed. I am going to look at swapping that out to a normal distribution and expanding the range.

The expected value should be the same, but it should also make reisists 'feel' like they are doing something rather than values popping out randomly in a tight band.

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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
and also adding the "critical failure" (as well as keep the high-roll full damage) feature.
I am going to add in the ability to fully resist a direct damage spell, with the values set rather low to begin with.

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Originally Posted by Pudge [You must be logged in to view images. Log in or Register.]
(I'm still assuming a "resist" on the OP graph actually means "roll for a partial")
Only for pure nukes under null's system (they get slotted into the blue bands in that graph).

Final note:

I am looking at bits and pieces of the system right now (resist function, partial function, adding full resists for pure nukes, etc.). Prior to release of it, I'm going to run through and look at the impact of all the changes on the expected value of various nukes at various resist points. Additionally, if after the changes go live, they are found to be too much in one direction or another, we will be able to adjust them / revert them without a patch. Something to keep in mind with the tears.
Last edited by Alecta; 11-17-2013 at 10:17 PM..
  #44  
Old 11-17-2013, 10:13 PM
Alecta Alecta is offline
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Originally Posted by Not_Kazowi [You must be logged in to view images. Log in or Register.]
is there any estimate on when t99 comes out
No.
  #45  
Old 11-17-2013, 10:14 PM
Bazia Bazia is offline
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so resists will be classic?

can we make that happen?

#nomoredraughtsorsunstrikesplease #necroswontbeterribleanymore
  #46  
Old 11-17-2013, 11:02 PM
Cid Cid is offline
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Originally Posted by Bazia [You must be logged in to view images. Log in or Register.]
thats the problem retard the only people who can get appropriate resist now are the people fully decked in endgame resist gear

make the shit classic so i dont have to eat draughts just because im not in full vp/trak/other shit
Well, retard, do you think the advantage the gear gives those people is going to magically disappear? And if you cannot get at least 3 of the 5 resists to over 120 you're not trying hard to do so. Shamans can make potions that last 30 mins and add 25 to a resist and these potions stack with resist buffs.

I said, quite clearly, that these changes will in fact give the casual player greater longevity. (That means living longer.) But you are going to find that it works both ways and 80% of the server has a caster who will be less effective in pvp. Living longer is always good, but if it adversely causes you to do less damage to your opponent then all you achieved was a few more seconds to gate or zone plug.

If you think those VP geared casters you want to kill so much haven't been leveling and decking out melee alts in VP gear in preparation for changes like this you're naive. Those people spent 6 months farming on an essentially dead server and some spent hundreds to thousands in real money buying items. You need Van Hellsing and a wooden stake, not better resists.
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  #47  
Old 11-17-2013, 11:20 PM
Bazia Bazia is offline
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i know they have decked out melees that have resists

that's what i said everyone else should easily be able to cap resists without insane gear as they could in classic

i dont think u paying attention dude
  #48  
Old 11-17-2013, 11:59 PM
dogbarf dogbarf is offline
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Originally Posted by Leftoverture [You must be logged in to view images. Log in or Register.]
1. Snare has never lasted for 14 minutes on players on any server
Is this guy for real?
  #49  
Old 11-18-2013, 12:01 AM
Dullah Dullah is offline
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Very good suggested rates. Seems like they'll be in between classic and current, very fair.
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  #50  
Old 11-18-2013, 12:04 AM
Dullah Dullah is offline
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Quote:
Originally Posted by dogbarf [You must be logged in to view images. Log in or Register.]
Any plans to fix spell durations? Ensnare Lasts 18 seconds rather than 14 minutes.

I know a shit ton of melee fags on these forums probably think that is a good thing but If we are going to have classic resists we should try to have classic duration yes?

Casters are going to suck some serious balls with the nonclassic dmg nerf and nonclassic duration once kunark rolls around.
Classic resists with impairment spells means every tick (6 seconds) the spell does a resist check, and if you resist on any tick, the spell breaks. Might have only been that way with root, but no reason it shouldn't be that way for both. If snare works the way you suggest, good luck getting away from any rogue.

Side note: This is also how charms should work in pve, which is why charm was used so rarely unlike the silly system that exists on p99.

One other thing that should be removed is the 2% for spells to land. Theres nothing that suggests this existed prior to Luclin.
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Last edited by Dullah; 11-18-2013 at 12:10 AM..
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