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  #1  
Old 12-08-2011, 02:40 AM
socialist socialist is offline
Kobold


Join Date: Nov 2011
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Default Resist observations

I've made the following observations:

1) 90+ mr is enough to resist a fair majority of root and other CC-like effects, but they still land some.

2) resists up to 120ish appear to do virtually nothing against nukes. Haven't had more than 120 to test with yet. At 90ish mr, clerics can nuke me for full damage repeatedly back to back. I've never managed a partial resist against any fire/cold nuke, having about 50 in each.

3) root rarely lands, but when it does, it seems to last its full duration very often. I can be fighting people and resist 6 roots, then one lands and lasts 30 seconds. The early break ticks appear to work poorly or missing entirely.

4) there's something weird about resists in PvE, it feels like they do very little. I've been repeatedly nuked for full damage by green mobs despite having 50-80ish in that resist, I've been kept rooted for minutes by a green charmed ghoul, etc.

5) enchanter nukes seem extremely easy to resist, on par with CC effects. I heard they intended to do some custom code to make these nukes land better as the stun component would otherwise make them resist as easily as a regular stun, but this doesn't seem to work.

Predictions:

- If the resist system is such that you can get enough mr to resist most CC but never the near-immunity of classic EQ, and roots typically last for a long time, then by far the best PvP strategy is to get a couple of casters to spam root on the kill target until one of them sticks and he autodies. By far the most of my deaths have been from one root landing and lasting from 100% hp to death when my mr is otherwise high enough to shrug off most CC attempts.

- If resists really don't do very much against nukes until extreme levels, it's probably not worth trying to get fr/cr at all and people will instead gear for 100mr and then hp. Most classes can only barely break 100 fr unbuffed, for example, or they could have several hundred extra hp instead. If that's how resists end up working, it may create an insane PvP environment where nukes just typically land for full damage all the time and nobody will try to use anything else.
Last edited by socialist; 12-08-2011 at 05:41 AM..
  #2  
Old 12-08-2011, 02:55 AM
Darwoth Darwoth is offline
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was fighting a mage today and only half of his whatever of swords did near full damage to me, that was with 77 mr.

if you look at the beta resist thread and assuming nothing has been changed 100 is where you start to see a difference for elemental based nukes with it rapidly scaling after that.
  #3  
Old 12-08-2011, 03:03 AM
socialist socialist is offline
Kobold


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My biggest concern is with root consistently lasting its full duration against high-ish mr. I remember Null mentioning that he removed the heartbeat ticks from root, and I assumed that was the thing where it could break .1 second after landing. Could he have broken something and removed the 6-second tick checks as well? It seems absurd to intentionally implement such a high degree of randomization, because a full-duration root equals guaranteed death and should generally not happen against players with enough mr to straight up resist root 80% of the time.
  #4  
Old 12-08-2011, 03:10 AM
Truth Truth is offline
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Bard mez is pretty messed up in pve. I manually spam the pulses and still get early breaks (within 3 seconds recast) fairly often. Should be able to literally afk with AE mez and the pulses should keep train under control.
  #5  
Old 12-08-2011, 03:20 AM
Darwoth Darwoth is offline
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think the tradeoff with root was that a percentage of the melee damage taken while rooted would convert to chance to break, dont think this applies with spells though.
  #6  
Old 12-08-2011, 03:37 AM
socialist socialist is offline
Kobold


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Quote:
Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
think the tradeoff with root was that a percentage of the melee damage taken while rooted would convert to chance to break, dont think this applies with spells though.
Not sure how well this works. Earlier I had yet another instance of one root landing and sticking until a group of melees beat me from full to dead. Happens fairly routinely. The feature certainly doesn't translate into a reasonable compensation for removing periodic checks for early root breaks. If root is actually coded to always last its full duration when it lands, that is broken beyond all reason and anyone who knows their PvP can see why. The semi-custom resist system on this server seems to lean towards CC spells always having a tangible chance to land, even when mr is high enough to resist most attempts. That's alright by itself, but adding always-full-duration roots on top of that is just way too much. One or the other, not both. If the goal of the altered resist system is to make PvP more fair and skill-based, the result does the exact opposite.
Last edited by socialist; 12-08-2011 at 03:45 AM..
  #7  
Old 12-08-2011, 03:40 AM
Darwoth Darwoth is offline
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i would have preferred classic resists, not all this adjusted stuff.

i am just glad my nukes dont do 30 damage anymore like they did for the great majority of the beta.
  #8  
Old 12-08-2011, 03:46 AM
socialist socialist is offline
Kobold


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Quote:
Originally Posted by Darwoth [You must be logged in to view images. Log in or Register.]
i would have preferred classic resists, not all this adjusted stuff.
Me too.
  #9  
Old 12-08-2011, 04:01 AM
Amuk Amuk is offline
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Root/snares shouldn't be landing on 100+ MR, ohwell - hard to implement a resist system where half the people troll for their own advantage.

Lovely/Darwoth campaigning to keep red wands in so they can aoe guards down and recharge with the plat from guards for example. I wouldn't blame Null if he didn't change a god damn thing and just said fuck yourselves.
  #10  
Old 12-08-2011, 05:37 AM
socialist socialist is offline
Kobold


Join Date: Nov 2011
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Quote:
Null: Removed heart beat ticks from Root in PvP.
Null: Removed Partials from Root and Snare.
There's the problem. Any PvP veteran can vouch for the fact that guaranteed full-duration root is retarded. There's a reason the original developers coded a tick check for early breaks and made it so people in resist gear never had to sit through full roots.

If you want spells to land more often than they did on live (which is obviously the intention here) then you can't also make those spells stronger than they were on live. Currently, the resist system does the following:

- CC lands more often
- Roots always last their full duration
- Nukes are harder to resist
- Various defensive spells are too effective, such as shadowstep

It all translates into a bunch of advantages for casters while melees get nothing, and are in fact a little worse off since the server has even more trouble calculating positioning and hitboxes than on live. For results, see the server's class distribution: 95% casters.
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