![]() |
|
|
|
#1
|
|||
|
Without getting too deep into %'s and numbers cuz I suck at math but just the simple eye test tells me that straight classic resists could be potentially game breaking for casters on this server, why you ask. Simple. On RZ most people ran with only nodrop gear, which directly affected their resist numbers and allowed the potential for more spells to land bcause poeple were too scared of wearing that Froglok Bonecaster Robe in fear of losing it.
On here, no such fear exists and because of that you'll have everyone running at nearly full resist numbers and some VP geared players would be nearly untouchable, so the server would turn into a melee rape fest, and with the future in mind (Velious) this problem would be even greater. The simple solution and it may have been mentioned in this thread is to still give a certain % of a spell landing for full dmg regardless of the opposing players resist set, maybe 25%? enough to where it may still reward a caster taking the gamble. Another thing I'd like to see somewhat fixed is to either increase the cast time on Cure pots or make curing a poison/disease dot take 3-4 charges as opposed to 1-2, this could help out DoT classes a lot.
__________________
2x
| ||
|
|
|||
|
#2
|
||||
|
Quote:
__________________
Current Games:
Naw | |||
|
|
||||
|
#3
|
|||
|
asking for a nuke to never be fully resisted and asking for them to have a chance to land for full regardless of resists is absolute insanity
i sure love itemizing entirely against fire nukes and having some droolcup level player land a 1100 damage sunstrike on me best implementation? classic resists with item loot and a +4/-4 level range realistic implementation for the thin-skinned playerbase here? discouraging the use of nukes on every class that has them especially if the player is focusing on that resist | ||
|
|
|||
|
#4
|
|||
|
resists are fine as they are aside from the currently broken mezzs and slows
| ||
|
|
|||
|
#5
|
|||
|
I specifically remember playing my mage and getting full red resists on PDM players. Only after mala would i even get at scars around 200dmg. The mage was solely about pet control. Then occassionally casting scars for quick damage.
This was during mid velious though. I like how the current system is. With 117 base cold i get partials all day long. | ||
|
|
|||
|
#6
|
|||
|
i can get 97 base cold and still take full damage draughts consistently, maybe a high partial 1 in every 4 casts
4 draughts and i'm dead if i'm unbuffed which is pretty silly in group/mass pvp | ||
|
|
|||
|
#7
|
||||
|
Quote:
Instead of scaling resists with level (which helps twins even more) I think resists should scale with server timeline. Also in general I'm afraid of casters getting too gimped. In general | |||
|
|
||||
|
#8
|
|||||
|
Quote:
Quote:
Anyway, am on vacation right now for a week or so, will bump this with some proposed changes when I get back. | ||||
|
|
|||||
|
#9
|
|||
|
Back in classic/beta, there was a change that made it very easy to interrupt spells. Melees were given a 5% chance to interrupt a spell with each hit which stacked. Melee damage was also increased. This worked in classic because melee weapons sucked and melee haste was hard to get.
This was never removed after kunark, and with monks with epics, and rogues with ragebringers, it has become incredibly easy to chain interrupt any spell over 5 seconds if a melee is hasted or multiple melees are on the same caster. More to the point, melee one handed damage is way too high on this server. http://www.project1999.org/forums/sh...d.php?t=105838 I have a druid (60) and a shaman (60), I rolled a shaman because I thought the extra AC would mitigate the damage from melees that the druid was taking in pvp, and when that didn't work, I rolled a warrior (57) to benefit from the same broken code. One on one, my warrior destroys casters, all my pvp points on the leaderboard are from killing casters 1v1. For some reason, this does not seem to affect 2handed damage. Last thing I'll mention, as part of the context of melee damage being too high, is that rogue backstabs are landing for full too often. I played a rogue with a ragebringer during kunark/velious on live, and as a woodelf with low str (because i ran around in full resist gear), i rarely hit people for full damage unless they were sitting. | ||
|
|
|||
|
#10
|
|||
|
i posted that here because any discussion about changing classic resists should include a discussion about melee damage at the same time, because they're both broken
| ||
|
|
|||
![]() |
|
|