#1
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Partials in PvP
Currently the partial curves look something like this:
[You must be logged in to view images. Log in or Register.] (though there are some additional checks not represented that let high roll nukes land for full). So if you eyeball it: Code:
RESIST LOW HIGH (DAMAGE %'s) 75 92% 100% 100 73% 100% 125 61% 93% 150 52% 84% 175 45% 77% 200 40% 71% 225 35% 67% 250 32% 64% So my questions are:
Thanks for inputs. This thread will be moderated & off topic posts deleted. | ||
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#2
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I think its a great start.. But on such a small server where gearing out is some what easier due to the same supply and lower demand.. Push the curve to the right a little bit.. Maybe 10 points.
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#3
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I feel that high damage nukes for Wizards/Mages/Druids like Sunstrike, Seeking Flame of Seukor, and Wildfire should be 50/50 full resist at 150 FR with partials for half damage. With tash and malo both doing 1.5 resist debuff it would be impossible to be immune to spell damage with proper set up. At the moment spell combat is far to fast paced with simply casting your best nuke over and over again in mass pvp without a care about a targets resists.
Other classes like a Clerics nuke should be harder to resist to make them more appealing in solo pvp since in mass pvp you should be healing or DA or dead. Also when tweaking resists if you allow for more pure resists at a lower resistance I would suggest putting spell damage back at 80% of normal since resists will allow melees to live longer as a sort of balancing act. | ||
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#4
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off the top of my head:
high damage partial = 50-99% damage low damage partial = 1-49% damage at 25 resist: 80% chance of full damage 20% chance of high damage partial 0% chance of low damage partial 0% chance of full resist at 75 resist: 30% chance of full damage 40% chance of high damage partial 20% chance of low damage partial 10% chance of full resist at 125 resist: 0% chance of full damage 30% chance of high damage partial 50% chance of low damage partial 20% chance of full resist at 175 resist: 0% chance of full damage 20% chance of high damage partial 40% chance of low damage partial 40% chance of full resist at 225+ resist: 0% chance of full damage 0% chance of high damage partial 30% chance of low damage partial 70% chance of full resist as an iksar monk with mid to high end gear(not undergeared, not top geared) i can achieve the 125 magic resist needed for root, 169 fire resist, and 97 cold resist while neglecting all poison resist, disease resist, and melee stats; with malo i'm still very vulnerable to CC spells, reasonably vulnerable to fire nukes, and pretty vulnerable to cold nukes. while unbuffed, i am in no way an unstoppable juggernaut. while buffed, i'm quite tanky but that's what dispels are for. even with bard resist songs, i'm still entirely vulnerable to lures, DoTs, mage pets, and necros. a 255 resist cap would keep the above true for other melee classes with higher potential for resist gear(monks are rather limited) lures for geared/buffed players, sunstrike/draughts for naked people or people you know aren't stacking that particular resist or people with resist debuffs druids should not be played like wizards, sorry guys mages shouldn't just be wizards with less survivability and 50% of their damage transfered to a pet that stuns/roots/interrupts pvp currently happens too fast and it feels as if there's no depth or room for skilled players to truly shine. | ||
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#5
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I would use resists similar to those stated by Colgate. However, I would have 3 or 4 level based tiers.
1-29 30-45 46-59 60 It would require less resist gear to get a similar increase in effectiveness at the lower levels using the tier system. This would help the +20 or +40 in resists obtainable via newbie gear to have a more significant impact. Also, I would consider using the sullon zek 1.5x modifier for resist debuffs. This would favored coordinated debuffing/nuking in pvp versus chain spamming your biggest nuke. | ||
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#6
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Quote:
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#7
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Off the top of my head, no, it's not.
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#8
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could have sworn i heard about it going in a long time ago, or maybe it was discussed about going in
i was assuming in my above post that it was currently like that not sure then | ||
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#9
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Quote:
Quote:
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#10
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as far as resist goes, you had 100 cold resist in classic and ice comet was fully resisted 99% of the time. Wizard were horrible until they got lures, they shouldnt use any other spells until malo is landed on targets. Resists should be adjusted with classic in mind and what you want the classes to do in a pvp fight. I dont want to see druids nuking people with NTOV gear for full or even half. Different spells had different resists tresholds, I wouldnt want to put all "pure" nukes in the same bucket. Lower level nukes were more easily resisted and high level one had harder resist thresholds. I would work with that in mind | |||
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