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#2
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Looks like you have some good ideas and are doing good work Alecta.
Unfortunately, some of these changes are all for naught if you are looking for a classic PVP resist system. First, the resist system needs to be completely reconfigured for PC vs NPC before you do anything with PvP based resists. Pvp Resists worked almost the same way as PC vs NPC Resists before they completely reworked the Spell System. The only difference in PvP was the Target receiving an extra resist bonus (This in addition to the regular level difference resist calculation). I am unsure if this extra bonus scaled in relation to the level difference between the Target and the Caster (I think no -- It just gave a flat Resist bonus for PvP ONLY). Most spells in PvP were resisted or heavily partialled once your Resistance was over a certain level. This is due to the extra resist bonus and most Player spells having a fairly low Resist Mod. Fixing Resists: Cap Player Resists at 255 Resists from 201 to 255 gave less benefit -- Like Wisdom/Intelligence/etc Factors calculating resists: Level difference between Target vs Caster -- ie 42T vs 36C = +6, 36T vs 42C = -6 Target then receives Positive or Negative Resist adjust due to level difference (To shown resist) Another Additional Positive Resist adjust for the target in PvP (Only PvP) Spell Resist Mod subtracted from Total Resist Resists calculated on percentages from 0 to 200 and 201 to 255 Roll for Full, Partial, or Resist -- Determined by Total Resist On a Partial another Roll determines the damage on the Partial -- Based on Total Resist again This will require a lot of work and testing to get the correct Positive or Negative Resist adjust due to Level Difference. More work and testing getting the Total Resist percentages correct for 0 to 200 and 201 to 255 Resist. Keep in mind these are all determined by Rolls, it is possible to land a full nuke on a player with very high resist and get a full resist on a player with very low resist. Same with High and Low partials. Quote:
Roll for Full, Partial, or Resist -- Determined by Total Resist On a Partial another Roll determines the tick duration on the Partial -- Based on Total Resist again | |||
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Last edited by Treats; 10-11-2013 at 05:38 AM..
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#3
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Quote:
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#4
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Quote:
DoT's are not in this category, they do not have a chance to break once they are on the target. The spells being referred to are Root/Charm/etc (Not sure about snare) These spells do break randomly. Their duration is set though when the spell is landed and not checked every tick. It can be different every time depending on the Roll. Enchanter casts Root on Target Roll determines Root is partialed Another Roll determines 4 tick duration Enchanter casts Root on Target Roll determines Root is partialed Another Roll determines 1 tick duration | |||
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Last edited by Treats; 10-11-2013 at 08:11 PM..
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#5
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well one thing that should be fixed r the dot's when something or you r moveing it only dose half the dot's damage this should be fixed , i know root will fix this but at the sam time for pvp server this sukz. and should be fixed root hardly lands anymore in pvp thus makeing dot's useless
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#6
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If you are trying to get something changed for PvE Alecta is not your man. That isn't his department, it will need to go through Nilbog/Rogean. | |||
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#7
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what are some examples of "Specific Duration Type spells"?
Dots? | ||
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#9
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Hes saying spell times that are fixed with no early break mechanic. Charm def not fixed duration | |||
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#10
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Alecta, Treats knows his shit. Been a champion of classic mechanics for years. He's probably right about all of that
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