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#51
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![]() keep in mind when reading these that Snare and Root durations are non-classic but enforced on the client (no 10 minute Ensnares or multi-minute Roots) and Root can be broken by melee here.
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Root Resist : Chance to Resist 25MR : 23% 50MR : 40% 75MR : 53% 100MR : 65% 125MR : 74% 150MR : 80% 175MR : 85% 200MR : 88% 250MR+ : 95% Snare Resist : Chance to Resist 25MR : 25% 50MR : 44% 75MR : 59% 100MR : 70% 125MR : 80% 150MR : 86% 175MR : 90% 200MR : 93% 215MR+ : 95% Blind Resist : Chance to Resist : Average Duration 25MR : 38% : 77% 50MR : 60% : 52% 75MR : 78% : 42% 100MR : 90% : 34% 125MR+ : 100% : N/A Whirl Resist : Chance to Resist 25MR : 38% 50MR : 60% 75MR : 78% 100MR : 90% 125MR+ : 100% Stun (True Stun, not Mez) Resist : Chance to Resist : Average Duration 25MR : 15% : 100% 50MR : 27% : 90% 75MR : 36% : 79% 100MR : 45% : 67% 125MR : 55% : 60% 150MR : 59% : 53% 175MR : 64% : 49% 200MR : 72% : 44% 250MR : 81% : 39% 300MR : 86% : 36% 350MR+ : 95% : 33% | ||
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#52
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![]() Looks pretty good, in my head I picture snares/roots a little easier to resist - but not much, and may just be foggy memory. I ran around with 150 mr and pretty sure it was 95% but not gona mass qq over 10%
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#53
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![]() Stun resistance looks off ...
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#54
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![]() Are the darkness line of spells similar to snare resists? I can't remember, its been years.
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#55
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![]() Yeah, stun and whirl... blind might need a look / I have to think more :P.
That up there is what we've needed sir. | ||
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#56
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![]() stun resistance is way too low, at 100MR it should be like 85% chance to resist
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#58
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![]() I don't ever remember partials on stuns, but with 150 MR they rarely ever landed iirc. A lot of you guys bitching about resists must be remembering the way old vztz was, you've warped your brains so hard you don't even remember what "classic" is all about. Casters were always extremely op in non twink situations all the way to 50, even in full BIS resist gear casters were dangerous.
Resists, without bard songs, weren't that devastating to single target DD's, when u get over 200 with bard songs they started to get shaky. Edit : Stuns were almost equally as devastating as snare and root, they didn't drop your sow, but not being able to act for 3-4 seconds in a team fight was devastating. I wouldn't go as far as 85% at 100, i'd say 85% at 200, 72% or so at 100. | ||
Last edited by Rallyd; 11-07-2011 at 05:38 PM..
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#59
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![]() Null: Added a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt.
Melee damage never broke root. This is coming from someone who (knows) wants root to (should) land less :P. Only spell damage broke it. Whirl should work ... really never. Stuns should be pretty pwned too, though a Ykesha proc might hit more often. Root definitely needs to be bumped down on the rate it lands on the 80+ marker. | ||
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#60
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![]() Quote:
Stun can/is more detrimental than root/snare 100%... I can pummice/golem wand whatever absolutely necessary to get rid of root/snare if need be... But Stun, there is no way out.. Your flat out stuck there, with hybrids manapool etc.. Chain stunning/lock downs will be so much QQ, even on the best/top end geared warriors with those variables in place.
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