Quote:
Originally Posted by Bockscar
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Personal opinion/memory based on actual classic, not what's desired for this server (the two ended up becoming quite different)?
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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This is where I think it's easy for people to misremember how things actually were. Let's examine what your tests would imply.
First let's assume that 0 resist provides no protection to this spell (it will always hit for full damage.) On average the resists in your runs provided the following benefits:
100 resist - 24.5% reduction in spell damage
200 resist - 57.5% reduction in spell damage
300 resist - 78.0% reduction in spell damage
Now I don't really remember what the resist curve was like back then, but this sounds far more punitive than anything I remember. It's also not objectively balanced, you'd like for each additional resist point to decrease in effectiveness like all other stats.