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  #51  
Old 08-05-2014, 06:48 PM
Colgate Colgate is offline
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i wouldn't bother to have 209 fire resist in a classic resist system; i would be able to allocate my gear toward other stats instead of having to go all-in on fire or magic
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  #52  
Old 08-05-2014, 08:38 PM
heartbrand heartbrand is offline
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Originally Posted by Colgate [You must be logged in to view images. Log in or Register.]
i wouldn't bother to have 209 fire resist in a classic resist system; i would be able to allocate my gear toward other stats instead of having to go all-in on fire or magic
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  #53  
Old 08-05-2014, 09:15 PM
Haynar Haynar is offline
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I have the basics figured out, they were there already. What is just broke, is the partial system.

My vision, would be a spell like a zero resist mod magic nuke (that partials), it will scale from about 50 MR, to start resisting.

At about 80 MR, you will start getting partials.

At 100 MR, you will resist about 20%, and have 60% partial, and 20% land for full.

At 120 MR, you will get the min 2% land for full.

At 140 MR, you will be resisting half, and partials on half.

At 200 MR, you will have about 95% resist, with a 2% hit for full, and 3% partial.

This is just the basic framework. All numbers are soft at this point, but that is just a general idea on what i am working for.

H
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  #54  
Old 08-05-2014, 10:18 PM
Pudge Pudge is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I have the basics figured out, they were there already. What is just broke, is the partial system.

My vision, would be a spell like a zero resist mod magic nuke (that partials), it will scale from about 50 MR, to start resisting.

At about 80 MR, you will start getting partials.

At 100 MR, you will resist about 20%, and have 60% partial, and 20% land for full.

At 120 MR, you will get the min 2% land for full.

At 140 MR, you will be resisting half, and partials on half.

At 200 MR, you will have about 95% resist, with a 2% hit for full, and 3% partial.

This is just the basic framework. All numbers are soft at this point, but that is just a general idea on what i am working for.

H
I'm really glad you're putting in work to help make the server better. but such a drastic change like this will be truly damaging. before implementing something like this, please can you make a post about it on the main pvp forum? very few ppl read the bug forums... mostly because nothing ever gets changed anyway.

maybe if you bumped everything up by 40 i'd feel better about it. at least for Kunark era.
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  #55  
Old 08-05-2014, 10:22 PM
quido quido is offline
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One thing I feel red has right is the resist rate on roots. Most people seem to be of the consensus that on live, 100 MR was enough to reliably resist root. Here, you currently have a 98% resist rate (which is the cap) @ 125 MR vs high level roots. If your new system could preserve this facet of the current system, well, that would be just dandy.
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  #56  
Old 08-05-2014, 11:21 PM
Haynar Haynar is offline
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One thing I am not gonna do, is code by comittee. Just not gonna happen. Cuz ur just gonna piss me off and I am not gonna change anything.

I threw out basics. No different than basics now, just trying to fix partials.

5 people say root is OP. 1 says its fine. 10 say its used too much to finish people off. 3 say you should leave it alone. 12 say coordinating debufs and dispellis where its at. 12 priest classes say root and nuke is the way to go, leave it alone. 4 say you need to adjust it harder for velious. 13 non-raiders quit because the difference between haves and have nots is too big.

I will make it as classic as i can get it. There is plenty of info to work with.

H
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  #57  
Old 08-05-2014, 11:26 PM
Haynar Haynar is offline
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Quote:
Originally Posted by quido [You must be logged in to view images. Log in or Register.]
One thing I feel red has right is the resist rate on roots. Most people seem to be of the consensus that on live, 100 MR was enough to reliably resist root. Here, you currently have a 98% resist rate (which is the cap) @ 125 MR vs high level roots. If your new system could preserve this facet of the current system, well, that would be just dandy.
Non-partial spells i am looking to max generally abt 125. At 100 should be high resists. Working on the equations and curves. Not gonna be linear tho. There will be dimenishing returns at top. Trying to have the right balance.

I did figure out how to hack the client to show a max resist of 255. So that is getting capped.

H
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  #58  
Old 08-05-2014, 11:42 PM
Colgate Colgate is offline
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Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I will make it as classic as i can get it. There is plenty of info to work with.
aww yiss
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  #59  
Old 08-06-2014, 02:35 AM
Dullah Dullah is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I have the basics figured out, they were there already. What is just broke, is the partial system.

My vision, would be a spell like a zero resist mod magic nuke (that partials), it will scale from about 50 MR, to start resisting.

At about 80 MR, you will start getting partials.

At 100 MR, you will resist about 20%, and have 60% partial, and 20% land for full.

At 120 MR, you will get the min 2% land for full.

At 140 MR, you will be resisting half, and partials on half.

At 200 MR, you will have about 95% resist, with a 2% hit for full, and 3% partial.

This is just the basic framework. All numbers are soft at this point, but that is just a general idea on what i am working for.

H
I'm assuming it will be the same for CR and FR non-lures?

Looks like malo, lures and dots are back on the menu boys.

Now if you can just add ALL normal debuffs to resist at the same 100-120 MR mark so I'm not getting slowed and color slanted at 200 MR, server would be back in business.
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  #60  
Old 08-06-2014, 06:54 AM
Technique Technique is offline
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Quote:
Originally Posted by Dullah [You must be logged in to view images. Log in or Register.]
Looks like malo, lures and dots are back on the menu boys.

Now if you can just add ALL normal debuffs to resist at the same 100-120 MR mark so I'm not getting slowed and color slanted at 200 MR, server would be back in business.
Malo is -45 MR. Tashanian is -43. So even double-debuffed, the worst of circumstances, you'd still be hovering within the 98% chance-to-resist immunity zone.

Nirgon laments the lack of "strategy" outside a classic resist system, as if functional immunity to all spells except those which have negative resist mods or are otherwise unresistable somehow increases the variety of tactically plausible decisions available to casters.
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