melee hit rate in pvp
alecta, plz fix melee hit rate and the way spell interupts is calculated based on number of melee hits. i remember you responded to it in the other thread by posting the code, but have you changed anything for next patch?
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Quote:
whats wrong with it? |
that's not how it works. null added a custom code that gives melee attacks a 5% chance to interupt a spell, which stacks up to 100 percent. this was added in classic when melees were underpowered and never taken out in kunark. alecta posted the //note from the code, but didn't give any indication as to whether this would be removed.
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but yet im attaacking straight casters with nightfall nothing at all gets interrupted? makes sense right? a 17 delay weapon hitting and not interrupting?
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AC doesn't mitigate damage in pvp, so 1handed attacks land too often and do too much damage. which is why every warrior/monk/rogue/ranger rolls around with 1handers instead of 2handers like on live, if resist rates are getting changes to make nukes harder to land, melee damage needs to be reduced.
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alecta can post the code to verify what i'm saying, your evidence is anecdotal (lies) from someone who benefits by playing the most op class on the box
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if there was a way rogues roll around with 2hp i'd roll around and just pull stasis only, dueliest then log off.
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The way resists work i think this is more than balancing.
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naw. two caster classes have spells that land, wizards and druids, but every melee class is broken. i know melees are overpowered because everyone who plays a caster to 60 quickly rolls a melee as soon as they see that melee damage is broken.
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1h dmg slightly overpowered
2h dmg slightly underpowered and min hits suck + melee hit box range sucks, 5 yards not facing target can land swings |
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