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#1
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OK here's how it works and has examples of the "unresistable" type spells in PvP. This also explains why in Planes of Power I had people grouped with bards and very uber gear completely resist goddamn everything from a wizard I played on Rallos.
""IE: This covers all unresistable spells. Spell: Tashina (60) ID: 676 Resist: Unresistable (this spell is unresistable barring certain factors.) (see below) PVP resist(base): 5 (if player is 10 levels or more above caster) PVP resist(max): 12 (if player is 10 levels or more below caster) pvpresistcalc: 101 (beat this number to resist). result for lvl 12 enc vs. lvl 22 Player: calc is 101 base is 5 result : lands, 106 is number to beat but has no resist... so the target is deemed 101 resist points Spell: Immobilize (39) ID: 132 Resist: Magic, 0 (standard resists apply) PVP resist(base): 50 PVP resist(max): -5 pvpresistcalc: 101 result for lvl 39 enc vs. lvl 49 Player: calc is 101 base is -5 result : does NOT lands, 101 is number to beat but has no resist... so the target is deemed 95 resist points (-5 due to level difference) Spell: Rapture (59) ID: 1692 Resist: Magic PVP Resists(base): -300 <- ten levels lower PVP Resist(Max): -400 <- ten levels higher then caster PVP Resist calc: 135< number to beat the spell's effect out-right result: in addition to the level cap of the spell (affects creatures/people up to lvl 61) 1.) target is 10 levels lower, -400 is their starting point. so they would need a 535 Magic resist to outright resist the spell 2.) target is 10 levels higher, -300 is their starting point, they would need a resist of 435 to outright resist the spell. Spell:Gasping Embrace (47) Resist: Magic PVP Resists(base): -42 <- ten levels lower PVP Resist(Max): -57 <- ten levels higher then caster PVP Resist calc: 133< number to beat the spell's effect out-right result: 1.) target is 10 levels lower, -57 is their starting point. so they would need a 190 Magic resist to outright resist the spell 2.) target is 10 levels higher, -42 is their starting point. so they would need a 175 Magic resist to outright resist the spell. with the exception of unresistable spells, in PVP there is a 10.5% chance to resist the spell if you do not meet the saving value. conversely there is a 5.25% chance of the spell landing anyway. with damaging spells the power of them or "how hard they hit" if they land is directly correlated to how close they came to the number. minimum of 25% dmg. so if the spell lands it does at least 25% dmg (partial resists). if 75%+ of the "to beat" number is reached and the spell lands then 25% dmg is incured. these partial resists come in 25% of spell dmg, 50% and 75% There's of course much more to this involving complex algorithms using these variables, but this should be enough, hope it helps." This isn't even up for debate and I can get the exact values. It's based on the exact code/how it functioned on live. So, "Sssh" even before you start. [You must be logged in to view images. Log in or Register.] No one wants to be friends and get this process moving or really even gives a shit. Maybe I'll try posting it on the LoZ boards. | ||
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#2
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As proof and no I don't have a hard drive from 13 years ago because I didn't see myself getting into this.
A naked player with no buffs or gear has a chance to completely resist an elemental based spell as above. You can look on the RZ thing in my sig for a character Numlar, an RL friend of mine who COMPLETELY RESISTED a conflagaration I casted on him outside of Sol B. He had freshly died, no buffs, no gear. Case closed, end of convo. No more wondering. | ||
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#3
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And for the magic 3rd "rage" post:
Yes, this proves that root line was completely and always resisted at a certain resist value by players. Fix! | ||
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#4
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damn *****
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#5
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Yeah I gotta keep you kids in line with your EQ know how. Sorry I hadta get drastic.
I don't play here but Christ fix some of this shit and I and others might. I'll now leave you to your regularly scheduled "Nirgon is on your ignore list" ignorant-yet-pompous-dumbfuckery. | ||
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#6
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My SK has 99 mr unbuffed and has had 2,roots land ever. Resists seem fine to me.
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#7
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Experience would say otherwise from people I talked to also.
Try having it spammed on you 200 times and see how many land. | ||
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#8
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I didn't play classic pvp, but I have to say I am shocked that it was coded in pvp so that there was an actual probability of 0 at any level of mr for a spell landing. Pretty much everything in EQ is governed by a "roll", particularly resists. I think it makes way more sense to have resists modify that roll than oh look I hit the magic number for mr enchanters can do nothing to me but dispell me now.
You guys act as if melee are super underpowered in pvp atm, but that is not at all the case. Root and snare have shorter durations in pvp and both are resisted so often that it is even questionable to cast them at all if facing off against someone of equal or higher level with just the most basic resist items. | ||
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#9
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It's not about being super underpowered - like I said a max gear melee, buffed will most likely resist cc spells. I just don't understand why they're making it required to be fully geared/buffed to be where you woulda been on live with 90 MR.
It just creates that super geared - semi geared gap, and most people will fight fully geared nihilum melee and figure everythings fine. My nostalgic class is a rogue, and with this resist system I really can't even chance going in solo on anything with how it is. I can't even imagine a monk without mithril/drt/all the other MR shit. | ||
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#10
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Its also not about over/underpowered or gear or anything else. It's about root spam being a viable tactic here and it never existed in classic. It's not how pvp is supposed to work. The VZTZ "shit boxes" had this same problem with jacked resist rates on spells that completely change the pvp.
I'm totally FOR item loot but NO WAY with broken root/snare/blind. | ||
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