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#1
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I said, quite clearly, that these changes will in fact give the casual player greater longevity. (That means living longer.) But you are going to find that it works both ways and 80% of the server has a caster who will be less effective in pvp. Living longer is always good, but if it adversely causes you to do less damage to your opponent then all you achieved was a few more seconds to gate or zone plug. If you think those VP geared casters you want to kill so much haven't been leveling and decking out melee alts in VP gear in preparation for changes like this you're naive. Those people spent 6 months farming on an essentially dead server and some spent hundreds to thousands in real money buying items. You need Van Hellsing and a wooden stake, not better resists.
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Cidisius - 60 Shaman (Max Alchemy) Neefin - 60 Druid Yawgmoth - 60 Necromancer (184 Research) Colt - 56 Magician (184 Research) Hannibal - 55 Monk Urza - 53 Wizard (175 Research) Dealer - 47 Enchanter (250 Jewelcrafting, 165 Research) | |||
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#2
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150/75/0 is pretty much classic resists.
I really dont like putting all spells in the same resists bucket though. What about spells with two components that had double resists checks like stuns with damage, roots with damage, dots with damage(shaman dots), enchanter DD/stuns etc | ||
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#3
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One thing to take note on is certain spells that just seemed to always land or a great deal. I played an ench on live and yes MOST MR spells didnt do shit against an ok geared toon, except chaotic feedback. I used that spell from 1999 to 2003. Like a 30 dmg nuke, interupt spell. I hate to see that spell get thrown in with root and snare. Its always been a fun spell because it landed but wasnt over powered since it was just an interupt and not like a long stun and the dmg was so low
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#4
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If we can get a list of those spells I can take a look at them together. | |||
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#5
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I think spell classes should be individually tweaked - like disease was hard to resist, poison not as hard, fire/cold nukes on the same page i think? and magic nukes didn't land as well as fire/cold (but maybe due to everyone having this resist pumped). -- i don't know maybe they were all in reality on the same curve but it didn't feel that way.. Also please put in the "low level spell" mods - low level spells always landed easier (some were basically unresistable). Useful for many classes, the low level spells could paradoxically be some of the best, like the low level enchanter nukes that have stun component..... always kept the lowest level, and sometimes the lowest 2 levels (2nd lowest resisted more), of my nuke up - dealt like 30 damage but that stun was what was important. Lower level spells landing were a real utility, and pretty balanced even, because they were low level so the effects weren't that harsh. As for the graph: Alecta, I think for Classic your curve looks good, as long as when it gets "resisted" it goes to the partial check, and isn't getting straight up fully resisted. Then the Partials function becomes more important - i'd like to see the curve for that. I think the main thing with Null's code is however he's doing partials they don't appear to reduce much damage. My overall fear is that casters will be turned into giant gimps that get steamrolled. But since this system can be tweaked on the fly, it's not that bad of a thing to experiment. Suggestions: Classic: Alecta's P1. 165 P2. 60 P3. 50 Kunark: Inbetween P1. 170 P2. 90 P3. 45 Velious: Null's P1. 190 P2. 270 P3. 15 | |||
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#6
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No one in support of more involved, tactical PvP in this game can argue that 300-400+ mana, 5-6s cast time, curable shaman DoTs should be twice or thrice as easy to resist simply because of a front-loaded DD that accounts for 1/10th to 1/20th of the spell's actual damage and the addition of some poison/disease counters. Or that MR-based enchanter nukes that have 8-second cooldowns should be twice as easy to resist simply because they have a 1 millisecond stun attached to them. Or that an MR-based cleric stun with a 24-second cooldown should be twice as easy to resist simply because it also does ~150 dmg. Because of the slow regeneration of hp/mana and no/very limited mana recovery options, it's not really possible to "roll with the punches" in EQ PvP. A lucky resist or a nuke landing for full can decide the outcome of a fight. Reducing all spell lines that aren't pure nukes to all-or-nothing events dictated by random chance only reinforces this unfortunate fact. I suggest that all spells with multiple components should have a single resist mod determined by their most significant effect. So, in the case of an enchanter's Dementia it should be the 450-point DD, not the 1ms stun. A cleric's Enforced Reverence, the stun and not the 166-point DD. A druid's Ice, the 408-point DD and not the FR debuff. And a shaman's Pox of Bertoxxulous, the 1340-point DoT, not the 67-point DD and the 9 disease counters. Of course it would still be possible to outright resist these spells, but in the same manner that pure nukes can be outright resisted, not with a bonus because of components that have little to no bearing on a player's decision to cast the spell in the first place. | |||
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#7
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anything having to do with slow is broken as fuck, bard snare with the slow component, broken as fuck, slow landing almost every time on someone with 150mr, broken as fuck.
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#8
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Is it velious that all debuff resist spells do 1.5 in pvp?
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#9
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heh. lasher i had my post sitting here overnight basically, then i post and see we both remember that shitty enchanter nuke the same way, and how good they actually were.
don't remember if that debuff thing was associated with an era. it might have just been a feature of sullon | ||
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Last edited by Pudge; 11-17-2013 at 12:36 PM..
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#10
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