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View Poll Results: Which resist system do you choose
Compromise plan is better for balance, or prefer classic but will settle for this 0 0%
Null's VZTZ system where root, snare, blind, stun, can be spammed 0 0%
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  #61  
Old 10-25-2011, 10:48 PM
naez naez is offline
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Originally Posted by Titanuk [You must be logged in to view images. Log in or Register.]
lovely worked so hard for all her phat lewts, just to have them all taken away
i u
  #62  
Old 10-25-2011, 10:49 PM
SearyxTZ SearyxTZ is offline
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Null's system, for reasons I've already listed below.

I also have a board name that aligns with the character name I've used while playing on basically every noteworthy EQ PvP server to exist. I'd say this already puts me on more credible ground than the OP, who is effectively anonymous, but I'll let yall decide.

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The classic EQ resist system allowed you to become effectively immune to CC, stuns, magic-based nukes, etc. The gap between a melee with 50 MR and a melee with 110 MR was massive, and the fact that the curve allowed you to hit over 95% resistance to anything made it imbalanced to the point where several classes were rendered either useless or underpowered against anyone with moderate gear (Enchanters, Clerics, Rangers).

That same gap was less glaring on VZTZ, because the resist curve was smarter. The most you could flat-out resist a spell was in the 80's (rather than near-100%). Partial resists were frequent on CC spells. This prevented situations like someone landing an Ensnare that lasts for 15 minutes. In classic it was near impossible to land anyway, but when you did land it, it was stupidly overpowered. Effectively capping resists around 85-90% (instead of 95-99%) also meant that there's not quite as much of a gear advantage to be had.

Remember that guy on TZ (you don't, but let's pretend you do) during Velious who was fucking horrible at the game, but unkillable because he was in the top raid guild and had all of those sparkly Uber Raid Items he got from playing 80 hours a week?

Yeah - we don't want that this time around.
  #63  
Old 10-25-2011, 10:58 PM
SearyxTZ SearyxTZ is offline
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Also to break down further why having partial resists is so important: do you want to be playing a game that is entirely luck/chance-based (sans melee versus melee fights), or skill-based?


Because luck and chance are all you're getting when you throw away partials and just have an all-or-nothing resist system.

That means a Wizard can either land two 1100 damage ice comets in a row (and one shot someone), or get five full resists in a row (not even scratching them). This is why partial resists are so important. This is also why having an obtainable unbuffed 95+% resist rate is absurd.

I don't think the old classic system has to be tweaked that much to work well and strike a better balance.
  #64  
Old 10-25-2011, 11:06 PM
Sprinkle Sprinkle is offline
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groupie ^ ^ ^ ^
  #65  
Old 10-25-2011, 11:12 PM
Amuk Amuk is offline
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Clerics arn't useless if people are immune to MR based cc's, that's a hilarious claim. Most people in classic won't have jac rings/t crowns/mith arms and legs etc etc so with tash I imagine enchanters will still be viable (like they were in classic), and as for rangers they really arn't that impressive even if snares are landing.

I think you're refering to Telen? I remember him getting that advantage because he grinded AA's in velks 8 hours a day and was maxed out w/ primal advantage (after velious) - even if he was snarable he would have still had that advantage, especially as an SK being able to snare his targets. I would attack him in a corner facing out and lose the fight if he was afk, partially because he had a cleric/chanter bot and an insane gear advantage.

I don't see why someone would try to balance eq pvp - original eq was such a random mix of traits that made it awsome that current mmo's can't match, fucking with crucial things like resists are the biggest piss off this server could do. Leave it classic.
  #66  
Old 10-25-2011, 11:13 PM
Amuk Amuk is offline
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BTW I don't think anyone gives a fuck about a partial nuke system, TBH I remember nukes landing large even classic, one of our biggest hitters was Graef.
  #67  
Old 10-25-2011, 11:14 PM
gloinz gloinz is offline
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Quote:
Originally Posted by SearyxTZ [You must be logged in to view images. Log in or Register.]
Also to break down further why having partial resists is so important: do you want to be playing a game that is entirely luck/chance-based (sans melee versus melee fights), or skill-based?


Because luck and chance are all you're getting when you throw away partials and just have an all-or-nothing resist system.

That means a Wizard can either land two 1100 damage ice comets in a row (and one shot someone), or get five full resists in a row (not even scratching them). This is why partial resists are so important. This is also why having an obtainable unbuffed 95+% resist rate is absurd.

I don't think the old classic system has to be tweaked that much to work well and strike a better balance.
??? what luck are you talking about

95% chance of resisting root or

30% chance of resisting 35% of it landing 3 secounds and 35% of it landing for 1 secound

sounds like theres more luck involved with the dumb system you think is right
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  #68  
Old 10-25-2011, 11:17 PM
Amuk Amuk is offline
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The gap between 50 mr and 110 mr is massive? No shit? This game is about character/gear progression are you expecting kids with wolfseye bracers and a dwarven ringmail tunic to be competing high end? This is some dumbing down shit right here.
  #69  
Old 10-25-2011, 11:23 PM
Sprinkle Sprinkle is offline
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people are crybabies with 100 MR you could dispell a sow easier then you could land a root offing it

whats the problem here again?
  #70  
Old 10-25-2011, 11:31 PM
Amuk Amuk is offline
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Sounds like an enchanter utility.
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