#11
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[You must be logged in to view images. Log in or Register.] since people lurv their graphs, i went and generated mine in excel. this graph is reproducible by the formula y=tanh(x/100+(10*n). y axis is resist by percentage, x is MR. the blue line is resist values with a 5 level advantage, red is with no advantage and green is with a 5 level deficit. you could easily change the values by modifying the coefficients but it would be really stupid to use any other function than tanh to do this. | |||
Last edited by pickled_heretic; 09-30-2011 at 02:02 PM..
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#12
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You can use (1 - some exponential function) as well for essentially the same result, which is how I generated my graph.
But I agree, and I'm sure the devs know, that resists should fall off a cliff when the caster outlevels the target by more than a few levels, and you shouldn't see frequent resists unless the target outlevels you or has 100+ resists.
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[60 Bard] Pescador (Half Elf) <Rustle>
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#13
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#14
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1-e^-kx, where k is a function of level and resistance
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[60 Bard] Pescador (Half Elf) <Rustle>
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#15
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Here's what I came up with (using an exponential function): http://www.wolframalpha.com/input/?i=100-100%284%29^%28-0.01x%29+from+0+to+400
(this has an asymptote at y = 100) You'd need to add constants that factor resist modifiers (like with lifetaps) and the ratio of the two players' levels (ratio instead of difference since I'd think a level 10 should intuitively stomp a level 2 much easier than a level 50 stomps a level 42). This is a little bottom-heavy also (having 50 MR gives you roughly 50% resists with this which is kind of ridiculous) but I just wanted to have fun like everyone else.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
Last edited by Lazortag; 09-30-2011 at 04:56 PM..
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#16
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Last edited by tmoneynegro; 10-10-2011 at 08:43 PM..
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#17
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i think resists just need to be tweaked with each era, to account for better gear. knuckle came up with a resist system he posted on vztz that didn't look bad. didn't agree with the exact numbers, but thought the general idea looked good. included partial resists too. knuckle you have that post somewhere? | |||
#18
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This is why it's absolutely stupid to have those spells land: If you're playing a solo caster outdoors and there's a zerg chasing you, soon as the root lands, you're gonna spam gate or shadowstep and gate and probably get away easy. If you're playing a melee and that happens, you just die as they chain cast it over and over. Making it so casters have more survivability than tank classes is utterly stupid and whoever thinks that's a good idea doesn't need to be let anywhere near the server code. | |||
#19
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I think we've found wehrmacht
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#20
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[You must be logged in to view images. Log in or Register.]
Here is the problem with this guy's graph he posted. Crowd control resist rates were parsed at 87% with 150MR during Luclin. This was after the patch to let spells land easier so resist rates were obviously higher before that. It was definitely over 90% with 120MR during Velious and previous expansions. Then *AFTER* the Luclin patch, they once again made magic resist even more effective because 87% resist rate against CC still made it too easy to kill pure melees that have 0 channeling skill to dispel it. http://www.thesafehouse.org/forums/s...ead.php?t=7879 The second problem with his graph is that it shows a 30% resist rate while a character is naked with 25MR. When someone was naked, the resist rate was somewhere between 0-10%. If you can create a chart/equation to show 0-10% crowd control resists while naked (25MR), around 90% resist rate with 100MR, and 95%+ with 120MR, then you probably have an accurate chart. | ||
Last edited by tmoneynegro; 10-10-2011 at 08:52 PM..
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