Resists
This is the area of greatest 'greyness' for R99, and so I am sure everyone will hate me no matter what I do.
Prior to this last patch, every PvP spell went through the same resist curve. Certain spell types had often rather large +resist modifiers added to them to shift the curve around, but it was the same curve.
So what we've done is add new 'PvP resist calculations' to the system, where we can tag individual spells (procs / poisons / bard songs) as having a particular resist calculation. Currently, we only have 3 implemented:
- PvP Unresistible - used in Rapture, Splurt, Lifetaps, etc.
- PvP Linear with Cap - used in Roots currently, lets us specific a point where the resists hit the 98% cap.
- Default (Null's curve)
We're planning on adding some more such as :
- One for rogue blinds - bit harder to resist than normal poison spells since they are 1 shot and require reagents, but with very nerfed partials so you aren't blinded or snared for 2 minutes.
- One for stuns - perhaps taking into account the level of the spell for your class and level of the caster, so your highest level stun can land occasionally, but spamming 4 low level stuns wont keep people locked down.
- One for non-lure DDs - which will predominately focus on the partial logic.
Any player feedback on spells or proposed resist functions is welcome.
Also, we've worked out a way to cap resists at 255, which isnt a huge deal at this point, but will be implemented prior to Velious, and should help keep things a little more manageable from a resist point of view.