Thread: Root resist?
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Old 07-14-2014, 02:32 PM
tanknspank tanknspank is offline
Kobold


Join Date: Sep 2010
Posts: 135
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Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
i had never gotten a resist on a charm spell (on my bard, chanter, or necro) unless the mob was out of level range of spell until the last patch...i don't mean it was rare, i mean it never happened.
I've had resists on appropriate level charm before the patch (Charm Animal vs teen-level blues/lt blues) but fewer than I would have expected in classic. So that did need some boost. It feels however the resist boost was too much across the board. Whereas I think the nerf to charm/root/etc should have been less so on resist and more on the chance to break.

One reason I didn't use charm too much in classic was not the initial resistance, but how short/unreliable its duration was. Here, before the patch, the initial resistance was low, but particularly the duration was almost always very long. Once you had it, it was very reliable to keep that for a good duration, unlike the 1-2-3 tick charms you often had in classic.

Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
casters here have reaped the benefits on non-classic resists in their favor for YEARS. so, while i think tweaking is needed its hard for me to feel too badly right now after personally taking advantage of this for so long. i'm more than due a few resists---even resist deaths.
I can understand the sentiment, but at the same time the benefits reaped by a 60 enchanter who could farm to their heart's content aren't something the new, untwinked 30 shaman trying to root-rot should pay for.

Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
as for the hard-wired 5% thing, i'm not sure if its correct.
I agree with you. I (hazily) seem to remember getting resists on ridiculously green mobs, but I feel they were lower than 5%. Likewise, the odd super-greenie managed to land spells on my 50/60, but that was extremely rare. Fire/ice/poison/disease seemed to land a lot more than magic as well in these situations (probably because of partial not binary resist?).

Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
has anyone here actually tested out the 5% hypothesis on p99 since the last patch?
I'm going to start gathering some data. If anyone wants to help out or donate clarity, it'd be much appreciated.

Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
in any case, in the long run, i think this patch is good. it moves the game-play forward in the right direction (more like it was in classic) despite needing some tweaking.
Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
like other major patches (sit aggro, removing spell lists, etc.) players will eventually see its merits.
I agree it's a good change. Root and charm were far too easy/safe. But I think it's not yet time to call work on resist rates/system done.

Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
charm and root breaks? dd resists? its part of the reason why some folks preferred to play the less explosive but more consistently reliable melee classes during classic era.
I remember classic being filled with a lot of casters too. Bards and enchanters were far less common however. Wizards were a lot more common however (I guess people didn't understand the efficiency calculations as much vs rogue). And there were a lot of rangers.
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