Project 1999

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-   -   Spells: 100 MR to resist MR nuke. 350 FR to reduce FR nuke. (/forums/showthread.php?t=159728)

Potus 10-04-2014 05:48 PM

Time to dig my Cloak of the Ice Bear out of storage.

Haynar 10-04-2014 06:01 PM

Its gonna be adjusted up some. Whats on beta is using a max out at around 125. However, I am using the pvpresistbase value instead of the normal resist adjust. That lets me customize resist adjusts better.

Draught if Ice i think had a +22 modifier. Sunstrike +12. Most roots/mez are +50. I also set it to cap resist at 95% for most spells.

The 3 times resist debuff is too much. So dropping it either to 2x or altogether.

With the +50 for root, I was thinking max it at 95% resists around 90 or 100 actual magic resist is better.

So still trying to get it a bit better.

H

Colgate 10-05-2014 12:11 AM

Quote:

Originally Posted by Haynar (Post 1635276)
Draught if Ice i think had a +22 modifier. Sunstrike +12. Most roots/mez are +50.

can you explain what this means to those of us who aren't knowledgeable about the code?

i think the current way the resist code works on beta for these direct damage nukes is pretty similar to the idea of a "classic" ruleset

Technique 10-05-2014 02:03 AM

It's from EQ Live's resist system. Pvpresistbase is the modified resist value a target has versus a particular spell (in addition to resists from gear/buffs) cast by a player of equal level. So in the case of Sunstrike, a L60 target effectively has another 12 FR.
Quote:

Originally Posted by Haynar (Post 1635276)
The 3 times resist debuff is too much. So dropping it either to 2x or altogether.

I'd think most people could agree that even someone capped at 255 MR, if double-debuffed by tash and malo, should at least be in some danger of getting rooted, snared, stunned, etc. With 2x debuffs, that's -78 from tash and -90 from malo, reducing them to 87 MR.

As it stands now on r99 (assuming Alecta's linear function for roots), 87 MR would grant a 68% chance to resist a zero resist adjust root (e.g. fetter).

As for the 95% resist cap, this was set to 98% by Alecta a year ago
Quote:

Originally Posted by Rogean (Post 1141148)
Alecta: [PvP] The maximum resist chance is now configurable without a patch and has been set to 98%, up from 95%.

based on this:
Quote:

AUGUST 11, 2004

PvP Changes.

* Spells now have a minimum chance of landing of 5%, up from 2%.

http://www.tski.co.jp/baldio/patch/20040811.html
I don't know of any contrary evidence that supports 95%.

Potus 10-05-2014 09:33 PM

Getting hit with Tash and Malo usually got you mez/stun/root/blinded on Live. Would be cool to see Shaman/Enc duos wrecking people.

Colgate 10-09-2014 03:04 PM

just tested this velious beta change in pvp:
You can now be stunned by kick/bash while invulerable.

had a 60 warrior /duel a 60 cleric in the great divide, had the cleric cast both divine aura and divine barrier and run, every single kick attempt by the warrior did nothing to the cleric

when the cleric was no longer invulnerable, his kicks stunned him as normal

tldr kicks/bashes don't stun invulnerable people on the velious beta in pvp

Haynar 10-09-2014 03:41 PM

Ok. Will look at the kick/bash stun. Might have missed getting patched or something. Thanks.

Mac Drettj 10-10-2014 09:49 AM

http://everquest.allakhazam.com/db/r...tml?spell=1577

Malosini:

pvpresistbase -62
pvpresistcalc 135 pvpresistcap -81

Can you help me to understand these numbers?

pvpresistbase -62 means it should be real easy to land, right? In my experience Malosini has a difficult time landing on buffed targets. How do these other numbers factor into the resist chance?

Haynar 10-10-2014 11:09 AM

Not using the calc or cap. The base is used like a resist adjust. So at -62, if you had 150 MR, would treat it like you had 88 MR. This allows customizing specific spells easier.

H

Sear 10-19-2014 01:22 AM

I consistently take full fire DDs on the regular despite having anywhere from 70 to 110 FR.

In fighting two Wizards around my level (pvp happened) I took 4 full Ice Comets (that's 750 a pop) and the only nuke I got a minor partial resist on a fire torrent. Out of 7 nukes combined, I resisted less than 5% of the total damage.

My resists aren't stellar, but they aren't bad since I have invested in it. I also did not interrupt spellcasting once with melee hits. I realize one fight isn't an accurate sample size, but this is pretty much the same resist rate every time. Serious question: as it stands currently, is it even worth buying or using FR/CR gear here?

Also, you can't melee people higher/lower on the z-axis here. On live you could melee people regardless of z-axis distance. The way it is here means people using levitate have a pretty massive advantage in outdoor pvp.


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