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Old 10-16-2011, 11:39 AM
Lovely Lovely is offline
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Join Date: Oct 2011
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Default Current BETA resists review!

I've done some extensive testing on myself (50 wizard) and on Flip (50 druid) with various resists in Fire/Cold and Magic.

Having over 65 in Fire/Cold and Magic makes you 100% immune to any spells in that category. We've tried it with over 100+ casts with different spells.

Having 64-60 in Fire/Cold and Magic makes around 5% of the cast works (root,snares, dispells, lowerelement I Etc). If the nukes hit they will hit for minimum damage. Aka a Ice comet will hit for like 80 dmg..

Having 50-59 will make spells start to hit rarely maybe around 10% which is still bullshit, but at least something hits. The nukes will still almost do no damage at these resists.

We didn't really try much spells with lower resists then that since that's like the lowest possible resists anyone will have in game already. So anything lower doesn't matter. It also seems like Roots, snares, nukes with stuns and dispells all have the same resist code.

Before the last "FIX" I never ever had a full resist on any nukes, it was only partial resists (aka 10 to 100% damage or something like that) no matter how much resist gear they had. I'm assuming that's the way it should be.

But all in all the magic number is 65. If you have 65 or higher you are totally immune against any spell in game. Beside those with -% on cast.

Anyway here are some screenshots with between 65 and 80 in Magic/Fire and Cold. NOT a single spell hit ever.

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Currently you do more damage as a Wizard meleeing with a Dagger then casting Ice comets.
 


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