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-   -   Resist Feedback post 11/6/2011 (/forums/showthread.php?t=53758)

Null 11-06-2011 04:56 PM

Resist Feedback post 11/6/2011
 
Greetings Dregs,

New changes means new feedback thread. Remember to provide relevant resistance stats when providing feedback, and also if possible provide a desired change if applicable (something like partials should do 10% less damage @ 150FR or resist rates for snare and root should be 10% higher at 100MR).

Thanks in advance for being civil :P

Naez 4.20 11-06-2011 05:06 PM

The only data I am going off is (http://www.project1999.org/forums/sh...ad.php?t=53742). Partials seem okay for that level of fire resist, but I would except to see # of full resists with a 40 casts at 124FR.

No full resists at all ruins my immersion, and is why we need God in schools.

Smedy 11-06-2011 05:13 PM

Im suggesting at 100+ or higher resist start by giving 2% chance to full resist, then increase with very small amount like 2% per 50 points so 200 = 6% 300 10% 400 14% 500 18% rendering casters useful yet a slight chance of getting the red resist every now and then. (this is only considering pure nukes nothing else)

I'm also suggesting a slight increase on the root resist, at 140 it feels like it lands about 1/4 (75% resist) i would like to see at 140 mr around 83% resist, and at 200 around 88% resist, and at 500 around 94% resist.

Praise the dregs.

Naez 4.20 11-06-2011 05:17 PM

Not a bad idea there Smedy, though I would say the % should be a tad higher after 100+, and an even bigger curve at 200+. MR based CC spells should be its own category with that big curve starting at 100+.


Quote:

Originally Posted by Darwoth2
anyone who sees a problem with those resists fits into the category of dumbass that did not play classic or dumbass that wants to run around in a group of bard supported shadowknights and be immune to any small group resistance.

Yes, if you are in a group with a bard twisting resist songs, plus fully geared, plus fully normal resist buffed, plus potions and everything else, you should become pretty much invincible to casters unless you got tash+malo+scent on you to counteract it. This is common sense, and how boys become men about it.

Tamiah2011 11-06-2011 05:18 PM

Resist seem to be working much better, will keep you informed.Thanks null

Crenshinabon 11-06-2011 06:10 PM

Quote:

Originally Posted by Naez 4.20 (Post 456416)
Yes, if you are in a group with a bard twisting resist songs, plus fully geared, plus fully normal resist buffed, plus potions and everything else, you should become pretty much invincible to casters unless you got tash+malo+scent on you to counteract it. This is common sense, and how boys become men about it.

How the hell is that fair at all? This guy is trollin.

Naez 4.20 11-06-2011 06:19 PM

People who don't prepare at all should be on an even playing field as those who microcrunch all aspects of the game. Let's do away with resists at all and give everyone the same chances.

Genius approach.

Darwoth2 11-06-2011 06:33 PM

Quote:

Originally Posted by Naez 4.20 (Post 456416)
Yes, if you are in a group with a bard twisting resist songs, plus fully geared, plus fully normal resist buffed, plus potions and everything else, you should become pretty much invincible to casters unless you got tash+malo+scent on you to counteract it. This is common sense, and how boys become men about it.

right, because clearly in my other thread i am speaking of those with every possible resistance buff in the game vs the typical setup with shit geared melee and a bard. or perhaps you are just sensationalizing like a dumbass.

way to whore the meldrama drama queen.

Naez 4.20 11-06-2011 06:36 PM

You can argue your intent all day, it doesn't change the fact you made it seem like having a bard in your group is an unjust handicap that should have no effect on gameplay, and that anyone who suggests such "fits into the category of dumbass".

Having a bard in your group is a viable strategy that has been used for decades to become virtually immune to spells.

mimixownzall 11-06-2011 06:38 PM

Quote:

Originally Posted by Smedy (Post 456415)
Im suggesting at 100+ or higher resist start by giving 2% chance to full resist, then increase with very small amount like 2% per 50 points so 200 = 6% 300 10% 400 14% 500 18% rendering casters useful yet a slight chance of getting the red resist every now and then. (this is only considering pure nukes nothing else)

I'm also suggesting a slight increase on the root resist, at 140 it feels like it lands about 1/4 (75% resist) i would like to see at 140 mr around 83% resist, and at 200 around 88% resist, and at 500 around 94% resist.

Praise the dregs.

Just go classic. Root and snare are way too game changing to make it viable with any decent amount of MR.

The one good thing this does is force melees to choose whether they want to get nuked hard or make sure they have enough MR to ensure they have a good chance of resisting snare.


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