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#91
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Sony specifically coded a 50% increase to all debuffs in PvP to account for how easy resists were to stack. Yet you cling to your impression that even in full resist gear, you weren't seeing significant resists. Which holds more weight, 11 year old memories or documented game balance adjustments that were specific to the era? Even after that buff, PvP is utterly dominated by melees and lure based casters. So much so that paladins and rangers and rogues, in representation, dominate any caster without a lure, and at a time when clickable items would reset spell icons to significantly increase caster dps. You make a ridiculous comparison between druid nuke and mage nukes when the real reason that druids dominate in pulling coins is that in a melee heavy environment where it is tough to stop and scrub dots, WD was a death sentence. Outside of 6+ sec casting spells, druids and mages nuke for about the same. Char and Scoriae are almost identical quick casting, fire based shocks, yet druids make up 15x the representation while only being used by maybe 40% of the population(over 60% being evil team). Factor in the diverse role a druid plays in a group(healing/snaring) and a druid would cast even fewer offensive spells during the course of a battle than a mage. More nukes cast and fewer coins. That pretty strongly suggests that easy resists rendered these nukes useless and druids remained a good damage class by virtue of an unresistable dot. I'm sure if you have been playing boxes for the last 10 years you probably can't distinguish what was live and what wasn't. | |||
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#92
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#93
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#94
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i never said resists didnt do shit moron, i said that certain types of spells did not give flat full resists (with red text) which is entirely accurate, also noted at 150 you would get partials a lot and almost always at 200+ you know..... sort of like it is here. and please spare me your theories on how a druid operates. | |||
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#95
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I played a Mage on RZ and during PoP and my memories are the following.
MR DD was basically always resisted and casting MR DD based Spells as a Mage in PvP was waste of time. You had your Pet damage and as Spells you had to use the LOS Fire based Spells. These Fire based Bolts would be partially resisted down to less then 1/3 the Damage even if target was partially debuffed with the non resistible Malo/Mala line. However the damage was higher when the second debuff (Malosi/Malosini) which might land (often did not land bc of other Players high resists) after Mala/Malo had landed was cast on enemy Player. After allot of PvP you also knew if Malosini(a) had a change to land on the specific target or not and you just sticked to the non resistable one. Mage basic PvP fight was like this. Dispellpots > Cast Mala & send Pet, give Malosinia 1 try then repeat casting Bolts, recast Mala etc. if it got cured. | ||
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#96
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The resist system was completely revamped between velious and pop. | |||
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#97
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A lot of opinions here are being generated from a post velious era.
@compulsion - sorry thats just not how it was classic-velious. | ||
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#98
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__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#99
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#100
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Doing ten results for each breakpoint to illustrate the example. 1000pt nuke with no resist modifiers or secondary spell component that affects resist check. At 100 resist: 1000, 800, 1000, resist, 600, 900, 1000, 400, 850, 1000 At 200 resist: 400, 200, 750, resist, 600, resist, 1000, 500, resist, 800 At 300 resist: resist, resist, 400, resist, 750, 500, resist, resist, 250, 300 By the way, the people who say that full resists were impossible? Wrong/lying. Simple as that. | |||
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