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  #1  
Old 07-30-2014, 02:25 PM
BlkCamel BlkCamel is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Interesting idea. Dump the always a chance to resist if stats are debuffed. Will look at that.

My goal this week is to get doors coded into LoS code. So wish me luck. Will do some resist tweaks first maybe.

H
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  #2  
Old 07-30-2014, 07:24 AM
Crom Crom is offline
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Sometimes you just want to cry:
It's bad when low lev resist my lev 56 root spell but even my epic snare ?
it s a snare that basicly should land on anything that isn't 100% MR.

[Wed Jul 30 13:09:56 2014] Your Nature Walkers Scimitar begins to glow.
[Wed Jul 30 13:10:05 2014] Your target resisted the Wrath of Nature spell.
[Wed Jul 30 13:10:05 2014] a desert madman says, 'Damn my eyes! You're just another mirage!'
[Wed Jul 30 13:10:06 2014] A desert madman tries to hit YOU, but misses!

[Wed Jul 30 13:35:52 2014] You begin casting Engorging Roots.
[Wed Jul 30 13:35:54 2014] a desert madman is to the left.
[Wed Jul 30 13:35:54 2014] You regain your concentration and continue your casting.
[Wed Jul 30 13:35:54 2014] Your target resisted the Engorging Roots spell.
[Wed Jul 30 13:35:54 2014] a desert madman says, 'Damn my eyes! You're just another mirage!'
[Wed Jul 30 13:35:56 2014] a desert madman is straight ahead.
[Wed Jul 30 13:35:56 2014] a desert madman begins to cast a spell.
[Wed Jul 30 13:35:58 2014] a desert madman is straight ahead.
[Wed Jul 30 13:35:58 2014] Your skin freezes over. You have taken 3 points of
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Last edited by Crom; 07-30-2014 at 07:32 AM..
  #3  
Old 07-30-2014, 02:53 PM
Daldaen Daldaen is offline
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Eh that would just unfairly favor enchanters and shamans. They really don't need any help.

If this is indeed a classic mechanic it should stay as is. Spells that are near unresistable (lifetaps, lures, swarm DoTs and the like) should have the chance removed. The overall chance could be lowered too I guess. I'm still waiting for one of these fabled "snake resists ice comet" screenshots though. Cause I really don't recall this being a classic mechanic.
  #4  
Old 08-03-2014, 05:24 PM
Haynar Haynar is offline
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So overall, I don't like the way min resist chance has been working out. However, it is what is causing root to break early and charm to break early.

So with respect to charm and root, in the current iteration of the code, are they breaking too often? Or not often enough?

So I am trying to adjust charm breaks and root breaks now.

H
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  #5  
Old 08-03-2014, 07:55 PM
Treats Treats is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
So overall, I don't like the way min resist chance has been working out. However, it is what is causing root to break early and charm to break early.

So with respect to charm and root, in the current iteration of the code, are they breaking too often? Or not often enough?

So I am trying to adjust charm breaks and root breaks now.

H
They should have a decent chance to break early though depending on level difference ;/

Debuffing something should only give an additional chance to not resist if the Target's resistance falls below 0.

Enchanters complaining about dying while charm soloing -- Seems classic to me.

Would only lower the Min Resist chance, it's at 5% now?
  #6  
Old 08-03-2014, 05:47 PM
Daldaen Daldaen is offline
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As a level 60, pre-patch, root almost never broke early on mobs 1-50. Mobs 50+ it would be a bit more dependant on magic resist. Stuff like fire giants and ice giants which are somewhat MR would break randomly around 30-60s or last full duration from my experience. Stuff in like the crypt or basement of sebilis would randomly break root as I would expect.

Charm again 1-50 would generally last full duration, though some of the high green (old light blue) and mid-high 40s (blues) would break randomly throughout their duration. I haven't charmed many 50+ animals since there aren't many in Kunark, but I feel like charms are pretty accurate, from a level 60 standpoint.

Post patch, the thing that bothers me the most is seeing level 1-40 mobs resist my roots outright. I don't recall that nor have I seen evidence that supports the global X% resist chance regardless of level. The funny thing is that I don't think I've seen many level 40-50 mobs resist my roots. But 1-40s I have seen a few times. Perhaps its just those ones that I am noticing and thinking "damn thats dumb".

Haven't seen too many early breaks on my druid roots recently, atleast that isn't something that's bothered me as much as initial resists on roots and such.
  #7  
Old 08-03-2014, 08:39 PM
Haynar Haynar is offline
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Currently its doing 1% min chance to break charm per tick. Was thinking of scaling at 1% for even con down to 0% at mob level/4. So at 0 its based on cha and resists.

H
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  #8  
Old 08-04-2014, 10:05 AM
Erati Erati is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Currently its doing 1% min chance to break charm per tick. Was thinking of scaling at 1% for even con down to 0% at mob level/4. So at 0 its based on cha and resists.

H
so even when things are debuffed now ( current version we are using ) , the 1% always stands at 1%?

that would explain why so many complaints from shamans/enchanters about debuffed mobs
  #9  
Old 08-04-2014, 10:08 AM
Haynar Haynar is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
so even when things are debuffed now ( current version we are using ) , the 1% always stands at 1%?

that would explain why so many complaints from shamans/enchanters about debuffed mobs
Yes. And you gave me a brilliant idea on how to add the debuff component to try and fix.

Hard to fix root/charm without breaking something else.

H
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  #10  
Old 08-05-2014, 03:37 AM
BlkCamel BlkCamel is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
so even when things are debuffed now ( current version we are using ) , the 1% always stands at 1%?

that would explain why so many complaints from shamans/enchanters about debuffed mobs
I agree this is a major issue with how things are now, I literally notice no difference when de-buffing beyond initial resist rate. De-buffing mob should lower the chance of roots/charms breaking. I am not against having some chance to break even while de-buffed but it should be a fraction of what it is today.

Fighting multiple LB(now green)/lowest blues and I am having major issues keeping multiples rooted. Just too many 1/2/3 tick breaks. It really makes the later roots pointless; slower cast, higher mana, no real benefit of longer duration because you can no longer rely on even getting more then 1 tick out of it, were back to root spamming with enstill.[You must be logged in to view images. Log in or Register.]

P.S. I know Haynar is working on this though, and I trust he will get it right.

Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
Yes. And you gave me a brilliant idea on how to add the debuff component to try and fix.

Hard to fix root/charm without breaking something else.

H
Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
It was 1:100. I coded to change to 1:200, when spell doesnt have (-) resist check. So coming soon.

I ran many tests and resists were rare. And everyone who saw a resist has run here whining.
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