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View Poll Results: Classic Resist System or Custom?
Classic Everquest Resists. 63 77.78%
Null's Custom Resists. 18 22.22%
Voters: 81. You may not vote on this poll

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  #31  
Old 08-30-2012, 03:54 AM
Smedy Smedy is offline
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Resist curve just needs to be bumped, that's basically all, i think it's a matter of a few % here and there to correct the huge issues people are having with roots/snares

Difference between 90% resist and 95% is double the amount of resists.
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  #32  
Old 08-30-2012, 04:20 AM
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Quote:
Originally Posted by Kief [You must be logged in to view images. Log in or Register.]
Searyx, you dirty faggot I was agreeing with you for the most part, not sassing you. If you had spent more time in school instead of flying across country to lose your virginity to a emotionally defunct transvestite you met in EVERQUEST maybe you would have learned to give props to someone offering you respect. Instead, here you are.
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  #33  
Old 08-30-2012, 04:56 AM
jeffd jeffd is offline
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extreme unfriendliness in this thread :<
  #34  
Old 08-30-2012, 07:16 AM
Nizzarr Nizzarr is offline
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Quote:
Originally Posted by Kief [You must be logged in to view images. Log in or Register.]
This is correct, Searyx is wrong about the other spells landing "plenty". They would land with PARTIALS, significant PARTIALS. They would also be resisted statically with the resists you have mentioned before (120CR for ice comet resist) etc. Here you have ice comet essentially being a low mana lure that is twice the damage of their kunark lures. Druids spamming starfire that would literally be resisted 90% of the time with 80FR in kunark. Did no one pvp before this EMU server crap?
I've been saying that shit since this server started.
  #35  
Old 08-30-2012, 09:07 AM
Vayder Vayder is offline
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Originally Posted by Vayder [You must be logged in to view images. Log in or Register.]
Looking at Lucy there is no differentiation between CC spells and others. I originally thought this was a big problem to Nirgon's explanation but after reviewing the spell lines I think it seems ok.

It just makes debuffing all the more important.

Wizards lose out on Ice Comet and others but have lures that will land.
Mage spells all suck unless they Malo first.
Enchanter spells all suck unless they tash first and even then are suspect.
Clerics won't land anything.
Necros have some iffy spells, others that are difficult to resist (Ebolt) and the fire line that's basically unresistable.
Shamans have most of their DOTs very difficult to resist and get a debuff just in case.
Druids fire line is marginal without a debuff but have Winged Death (basically unresistable)
In sum, I'm all for using lucy data for pvpresistcalc, pvpresistbase, pvpresistmax, pvpresistadjust to determine pvp resist system here.
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  #36  
Old 08-30-2012, 09:47 AM
Nizzarr Nizzarr is offline
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I always remembered disease/poison dots being not that hard to resist either.

Basically what this resist system does is make people really hard to kill with spell damages and hard to CC. We'd see longer fights(3x/4x longer) where skill would shine. This makes melees much more viable and a staple in pvp combat. Levels means a lot more than they do now. A level 60 with minimal resists will resist everything a 52 will throw at him.

This means a lower number force can win against greater odds if they're MUCH better than the opposing force. This isnt possible with the current system because joe blow lvl 44 druid can land root/snares/stuns pretty reliably on a lvl 52.

If I understand it right, a level 60 will also have an easier time landing spells on lower levels.

Basically, this is what everquest live was like.


Question is: is this what we really want?
Last edited by Nizzarr; 08-30-2012 at 09:57 AM..
  #37  
Old 08-30-2012, 09:52 AM
Smedy Smedy is offline
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That's what i really enjoyed about classic pvp, the fights were so damn long.

The longer the better ^^
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  #38  
Old 08-30-2012, 10:16 AM
heartbrand heartbrand is offline
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There's no point in stacking any resist on this server other than MR. The return you get for the gear sacrifice to stack fr or cr or any other just never pays off and you lose a lot of MR so you get rooted and owned. The system is terrible.
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  #39  
Old 08-30-2012, 10:26 AM
CrystalBlue CrystalBlue is offline
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Quote:
Originally Posted by Vayder [You must be logged in to view images. Log in or Register.]
Looking at Lucy there is no differentiation between CC spells and others. I originally thought this was a big problem to Nirgon's explanation but after reviewing the spell lines I think it seems ok.

It just makes debuffing all the more important.

Wizards lose out on Ice Comet and others but have lures that will land.
Mage spells all suck unless they Malo first.
Enchanter spells all suck unless they tash first and even then are suspect.
Clerics won't land anything.
Necros have some iffy spells, others that are difficult to resist (Ebolt) and the fire line that's basically unresistable.
Shamans have most of their DOTs very difficult to resist and get a debuff just in case.
Druids fire line is marginal without a debuff but have Winged Death (basically unresistable)
Yes, this is just what we need on a "pvp" server, to make half of our remaining players useless in PvP.

Think long and hard about what you want. Null's system is balanced. "Classic resists" is far less so.

Have fun when half the casters left on the server quit when they are 100 percent powerless to spell-immune rogues and monks backstabing them for 1k and T-staff procing it up.

Null's system is great, it gives everyone a shot at pvp and not just rogues, warriors, and monks with 100 MR.


Quote:
It just makes debuffing all the more important.
Under a classic resist system ALL debuffs except the unresistable ones will always be resisted. Cripple, malo line, necro line, etc. What debuffs are we talking about? the weak level 60 ones? Ok maybe. Will drop people from 150MR to 100 MR, and they will still be immune to all magic under a "classic" system.

Debuffs land here now only because of Nulls resist system letting them.

tl;dr: Null's resist system leads to more complex pvp where all classes have a fuller role in the pvp. Classic resists system = spell immune meele assist train x100.

Be very careful what you are asking for, we cant afford to lose 50 casters, then it would just be 20 rogues/monks left playing.
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  #40  
Old 08-30-2012, 10:29 AM
heartbrand heartbrand is offline
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I didn't realize this was a custom server based upon balancing EQ PVP. If that's the case when is t staff being removed?
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