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#1
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Quote:
For other spells? Cold mainline nukes should be 120 cold for "immunity" (very rare mid range partial, common smaller partials, uncommon/somewhat common full resist) marker from an even con. I think its scaling should be +/-10 from there. That's for players. 130 cold (and plz someone chime in otherwise with your classic memory) for wizard cold nukes. I had 199 fire resist unbuffed on live and a druid could go oom trying to wildfire me before I died (in Velious raid gear) without dispel etc. Even making 130 resist a base line of immunity/near immunity would be a huge step. Then obviously druid/necro (that aren't poison/disease) dots should never resist on players [You must be logged in to view images. Log in or Register.]. Poison/disease line for necro/shaman should be around 90-110 for this value. Starting to notice a trend as I go here around the 110-120 marker. Oh and players could nuke other players through walls (but not npcs obvi) much like being able to heal through walls in pvp through end of Velious. Love 2 see u do that + item loot it up. What we SHOULD see (this is an l2p too) from here is players actually dispelling buffs and using debuffs to get their huge 800 dmg burst nukes to land.... and not spamming root/snare constantly in pvp. Oh and having to risk extremely potent resist gear for an advantage. | |||
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Last edited by Nirgon; 08-04-2014 at 05:28 PM..
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#2
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Actually having to coordinate dispells + tash/malo chains = win for the server. | |||
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#3
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for the gamebreaking CC spells, yes
that would include roots, snares, blinds, stuns, mezzes(not rapture of course, which should be unresistable) | ||
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#4
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yeah i've resisted a few pyrocruors here with 209 fire resist unbuffed and just immediately logged off in disgust
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#5
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Also Disease/Poison doesn't inherently resist any easier than say Fire or Cold, the reason why people remember resisting Disease/Poison dots frequently is because spells like E-Bolt and Plague have a direct damage and and a dot component, and that was explained by Abashi to be 2 chances to resist before a spell landed. Druid roots work on the same principle -- DD + the spell effect can resist and the spell fails to land.
So if you're running around with say 100 PR you're likely to resist a spell because it had two chances to snag, instead of one like most other spells, plus dots can't partial like nukes can. | ||
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#6
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This almost sounds/feels right. Poison dots resisted a-lot more often and were costly to use consistently on a higher con mob that wasn't de-buffed. It is a reason we had on the raid a dedicated De-buffing shaman and enchanter, + maybe bard. Only problem I have is, it seems like it might already be this way(Resist check on DD, then Dot and maybe I am wrong since I can't see/read the code). Poison dots already do resist quite a-lot. Ask any Shaman or Necro leveling,not sure how druid fire dots resist currently maybe Daldaen can tell us, and enchanter dots were resisted a-lot unless mob was tashed first, they can't even use their poison dots for 5+ levels due to resists. Malo/Tash/Mala/Bard resist de-buffs on live went a long way, and most good Sham/Chanter/Mage would de-buff every mob(speaking of blue+ con, Green's should not require de-buffing). Disease dots would fall into this as well, but most mobs had a low disease resist and so they landed most often without a de-buff. Shaman never used the disease de-buff(outside of pvp servers) until the Disease slows entered the game. It just wasn't needed. Only specific named and undead/plagued mobs should have a disease resist high enough to reliably resist a disease dot. Again I apologize if all of the changes Haynar is considering making are limited to PVP server, but I have a feeling they are not, so I just wanted to point these things out.[You must be logged in to view images. Log in or Register.]
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Last edited by BlkCamel; 08-05-2014 at 04:52 AM..
Reason: typos
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#7
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Resist code i am looking at is specific to pvp. But blue needs adjustments too.
H
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Haynar <Millennial Snowflake Utopia>
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#8
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Please be gentle changing resists, and monitor the server for feedback. What we have is already very good, despite complaints. I think it would probablu be a better use of developer time to focus on fixing dispels (which affects both red and blue) before tinkering with the resists again. | |||
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#9
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What class you play on red? H
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Haynar <Millennial Snowflake Utopia>
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#10
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but then the game would become just a bunch of melees, and buff bots. the spice of EQ is all the unique classes. already no one plays mages or necros. imagine when every kind of attack spell is resisted....... game would just suck | |||
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