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-   -   Spells: Harm Touch Resisted. (/forums/showthread.php?t=54054)

chalb 10-11-2011 03:51 AM

ht resists
 
ive noticed alot of mobs and players partial/fully resisting Harmtouch, and this is even yellows/evencons/dark blues, which never happened to me on live as i remember, not sure if its nerfd or needs tuning!

Darwoth 10-11-2011 04:05 AM

HT was unresistable, entire resistance system is broken atm.

Lazortag 10-11-2011 10:17 AM

I actually played an SK on Live and I really don't remember HT being unresistable. I seem to remember it resisting often on reds/yellows/evens and even occasionally getting partials. I could be totally wrong since I was a huge nub back then but I'm very skeptical of the claim that it should be unresistable, especially coming from Darwoth.


edit:

evidence: http://web.archive.org/web/200107151...ategory=Combat

Quote:

Description: This Shadowknight only skill enables the evil warrior to inflict a burst of damage. This is magic based however and can still be resisted. Damage increases with level.
Quote:

OGRE SHADOWKNIGHT, By Thuarok (1/28/2001)

There is no actual skill in harmtouch, it just does your level x 10 +1 in damage if not resisted.

Darwoth 10-11-2011 10:25 AM

had a lev 40ish SK, never had an ht resist once. even partially. if it resists it was so rare to be inconsequential to the argument, necro lifetaps were equally unresistable. as was the druid swarm line.

all of these could get a "resist" as everything in the game had something like a 5% chance to resist, beyond that no.

Zeelot 10-11-2011 10:26 AM

HT is pretty resistible until later in velious when the discipline is changed to make HT disease based.

Quote:

------------------------------
December 19, 2000 3:00 am
------------------------------

*Patch Day*

Today's patch primarily consists of tuning of Velious zones as well as
content and other additions. In addition, the following changes have
been implemented on the Live servers:

- High-end items that have a activatable (right-click) healing effect
have in several cases had their casting times increased.
- Factions for some of the higher end encounters in Velious have
received some adjustments. Basically, "bad acts" receive more weight
than "good acts". For instance, if "A" hates "B" and "B" hates "A",
killing "A" will hurt your faction with "A" more than it will help your
faction with "B".
- The stamina reduction with "Resurrection Effects" has been replaced
by a slight attack-speed debuff.
- The Ranger's Trueshot discipline now works correctly. It was
previously only working versus other player characters.
- The Shadow Knight's "Unholy Aura" discipline has received an
enhancement. When in use, harmtouch resistances will be checked versus
disease instead of magic. In addition, harmtouch will resist in the
same fashion as lifetap spells, meaning that unless the creature is
immune to disease, you should get full damage most of the time.

- The spell attached to the "Fiery Defender" can now be partially
resisted instead of being "all or nothing". The net result is that the
average damage will be higher.
- The Paladin "Holy Forge" discipline will now give paladins triple the
normal chance of scoring a critical hit. Each critical hit has a
percent chance to be scored as a critical blow.
- Added parameters to the /camp command (the command that will cause
you to camp out if you are already sitting). "/camp server" will take
you back to the server selection screen. "/camp desktop" will take you
out to the desktop following a successful camp. Despite popular
request, "/camp spawn" will not be implemented.
- Walruses now indeed sound like they should.
- Added the /chatfontsize [0 to 5] (default is 1) command. This command
will allow players to adjust the size of the font in the chat window.

Lasher 10-11-2011 10:27 AM

I thought HT was resistable but not likely. Im recalling this from foggy memory but didnt sk a HT disc in velious that made it less resitable compared to their normal HT?

Aadill 10-11-2011 10:27 AM

There was an SK disc that SPECIFICALLY changed HT to a disease based resistance with claims of making it virtually unresistable much like lifetaps.

EDIT: Damn you, Zeelot

Lazortag 10-11-2011 10:31 AM

Once again Darwoth is proven wrong, thanks Zeelot!

Darwoth 10-11-2011 10:36 AM

proven wrong my ass, a patchnote saying "lol we changed it to disease instead of magic" has nothing to do with how often it actually resisted, once again the swarm line is "magic" based as well, and it has been a staple unresistable spell since the game came out.

never had an ht resist in pvp (or pve) on my lowbie, even partially and i did not have one at 55+ or whenever it was that SKs got the boosted ht discipline.

Darwoth 10-11-2011 10:38 AM

matter of fact when i was deleveling my other SK to be a lev 6 newbiekiller i was HTing the queynos gate guards repeatedly as this is when HT reset every death.

was generally hitting them even though they are what? 40 levels higher?


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