greatdane |
06-20-2011 06:07 PM |
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Originally Posted by Atmas
(Post 316979)
I Read through the thread on hits and misses and figured I would post some questions about resists on this server.
I have a Wiz who is currently 22 and noticed I get a lot of resists even on blue mobs. I haven't yet had the time to parse resist/full/partial resist data if anyone has any available on resists of blue/yellow/red mobs I would love to see it. I do understand that certain types of mobs will have higher base or buffed resists.
How was the resist formula for this server determined?
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I don't know how it's determined, but resists feel slightly more common here than I remember it. It's been over a decade, though, so it's hard to say. My gut feeling is that the resist rate of mobs close to your level is about right while it's a little high on mid and low blues.
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I remember Wizards on live got a base modifier to decrease the resist rate of their spells (I'm not talking about the mod on spells like Lures). This is also confirmed by the Wiki, but is that actually in place on this server?
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This resist modifier is pretty small, probably too small to feel at a glance. Can't bother checking, but I believe it's -10 or -20 on wizard nukes, and I'd estimate that your average mob has something like 50-60ish in each resist, excluding mobs that are specifically resistant to something.
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Magic based spells, I know they cause additional agro. Do they also have a higher chance to be resisted?
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Magic-based spells don't inherently cause additional aggro, but most of them have effects that do. Any form of crowd control has high aggro, any nuke with a stun component generates brutal threat. A cleric nuke or druid dot doesn't generate any more threat than a fire-based nuke or poison-based dot that does the same amount of damage.
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IIRC when I played live someone told me that when it was raining certain spells where more likely to get resisted or fizzle or something. Is that true?
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I can pretty much guarantee that this is another one of those silly myths that people made up.
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I've also noticed that the Tash/Malo line of spells doesn't seem to have a significant (at least from my observation) influence on spell resists.
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These spells are pretty shitty until higher levels. They don't really scale with average mob resists, so a level 50 tash will make it easier to land spells on a level 50 mob than a level 20 tash does on a level 20 mob. The malo line is especially poor and usually not worth its mana cost until at least 40+.
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