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  #1  
Old 08-03-2014, 04:48 PM
Nirgon Nirgon is offline
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Pras hph
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Old 08-03-2014, 05:27 PM
Haynar Haynar is offline
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Quote:
Originally Posted by Technique [You must be logged in to view images. Log in or Register.]
Any tweaks to the resist code should be mindful of the fact that resists aren't capped at 255 on this server.
I am about to cap shit to 255, like real soon.

H
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Old 08-04-2014, 08:37 AM
Daldaen Daldaen is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I am about to cap shit to 255, like real soon.

H
Best post of 2014.
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Old 08-04-2014, 12:01 PM
Nirgon Nirgon is offline
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Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Best post of 2014.
You heard the news here first, pvp bugs section.

Fell outta my chair.

Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
It looks like root in pvp won't break early (cept if ur nuked) in the code.

Is this right?

Working on that FR/MR discrepancy.

I also need details on what kinds of spells are not resisted correctly.

H
Needs to have a chance to break every tick and on the immediate tick. What I noticed on live test that matches my memory was roots immediately on application had to pass yet another hold check. So:

Resist check
Immediate resist check AGAIN to see if it holds
Check every tick from there for hold

^ I get called a liar on stuff like dis but its true and feel free to test on live on an in town guard or other high magic resist npc (Felwithe p.easy to get to). Have my vintage 60wiz if you want dat info to try it.

Players at even con with 80+ magic shouldn't ever be getting rooted or snared by roots/snares that share the same resist value @ least.. go from there. IE 90+ mr on one with -10 resist check etc.

Would be awesome if this was working. Had like a billion fetters spammed on me in pvp and for some ODD reason the first one would almost always land with 168+ MR. (dafuq)
Last edited by Nirgon; 08-04-2014 at 12:07 PM..
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Old 08-03-2014, 01:21 AM
Dullah Dullah is offline
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Permitted a spell doesn't have added effects like enchanter nukes that also stun, no reason they should get resisted.

I understand that the thresholds for resists are pushed up higher to account for velious resists, but if you are breaking 120 in a resist (the point you become immune to root/snare), you should be getting partials. That threshold was like 80 on live.
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Old 08-03-2014, 01:32 AM
Haynar Haynar is offline
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Gonna have to throw a lot of this into spreadsheets and play the what if game.

Will get it ironed out.

H
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Old 08-04-2014, 12:55 AM
Tacitus Tacitus is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Gonna have to throw a lot of this into spreadsheets and play the what if game.

Will get it ironed out.

H
Glad to see a developer exploring into options and issues, thank you for all your work
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  #8  
Old 08-03-2014, 05:26 PM
Haynar Haynar is offline
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It looks like root in pvp won't break early (cept if ur nuked) in the code.

Is this right?

Working on that FR/MR discrepancy.

I also need details on what kinds of spells are not resisted correctly.

H
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  #9  
Old 08-03-2014, 06:24 PM
Colgate Colgate is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
It looks like root in pvp won't break early (cept if ur nuked) in the code.

Is this right?

Working on that FR/MR discrepancy.

I also need details on what kinds of spells are not resisted correctly.

H
i believe melee damage also has a chance to break a root

bard stuns in general seem to be much more powerful than they should be, most notably denon's bereavement(point blank poison based aoe stun, DoT, and -MR debuff) and bruscoe's bombastic bellow(single target magic based nuke + long duration stun)

i also recall bard mezzes landing quite a lot when they shouldn't

rogue poisons, most notably the blind ones, also shouldn't be landing as often and at least the blind ones certainly shouldn't be full duration every time(being blinded for 78 seconds is just ridiculous)

the largest problem is with pure direct damage nukes being impossible to resist and requiring very high of the associated resist in order to begin partially resisting them
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  #10  
Old 08-03-2014, 06:35 PM
Zalaerian Zalaerian is offline
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Quote:
Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]

rogue poisons, most notably the blind ones, also shouldn't be landing as often and at least the blind ones certainly shouldn't be full duration every time(being blinded for 78 seconds is just ridiculous)
This needs to be addressed pronto imo due to velious on the horizon. Blind whips destroy pvp
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