Resist bug on enemy players. (Resisting way too much).

Talk about your RvR experience here
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Nirgon
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Postby Nirgon » Feb 20, 2017 19:29

Danny89 wrote:Mages are my heart (right beside archers - who are not viable on 1.65).


Archers are viable in zerg along with tons of other classes who are reportedly "unusable" because of this 8v8 centric focus.

8v8 is not the only way to play this game. Nor will it be if our alliance has anything to do with it :}. More fights, more action, more welcome classes. See you out there.

Nunki
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Postby Nunki » Feb 21, 2017 10:56

Nirgon wrote:
Danny89 wrote:Mages are my heart (right beside archers - who are not viable on 1.65).


Archers are viable in zerg along with tons of other classes who are reportedly "unusable" because of this 8v8 centric focus.

8v8 is not the only way to play this game. Nor will it be if our alliance has anything to do with it :}. More fights, more action, more welcome classes. See you out there.

There is a huge difference between <viable> and <unusable>.
Every class is playable/usable, while I agree with Danny, due to see hidden (inf, ns, sb) all the archer classes have a hard time playing Solo / stealthed small man / Stealther-Zerg (Which are the typical RvR situations for stealther), therefore they are less viable / efficient.

Create a character because it is fun or because it is efficient (fits the role you need best), but don't complaint afterwards that the fun char is not efficient and the efficient char is no fun. :D

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Madix
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Postby Madix » Feb 21, 2017 14:39

I feel bad for stealthers on this server (hard to get buffs for them). I got hit by a range/ns duo the other day and they couldn't even take me down as a caster. I was buffed but stealthers should have a good chance of killing a caster with perf and some arrows regardless. -It's kind of absurd that they can barely get me down below 50% as a duo when a berserker can 2 shot me without any positioning/setup required.

neighborhoodwatch
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Postby neighborhoodwatch » Feb 21, 2017 20:13

no one cares about stealthers

resists are definitely not 12.5% or w/e was quoted

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Postby neighborhoodwatch » Feb 24, 2017 02:53

Image

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Herzog
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Postby Herzog » Feb 24, 2017 14:32

Same broken RNG like when you do crafting: 12 times in a row with fails is "normal" on Uthgard (on yellow things) :oops:

kajetanthemage
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Postby kajetanthemage » Feb 24, 2017 16:54

i just can confirm something is wrong with spell resist
dont know about meele cause i just play a sorc ( minotauro )

greys cast ns or something else with one try and they resist my lvl 50 lifeleech nuke

lvl 50 players resist my mezz and nuke very often too

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Madix
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Postby Madix » Feb 25, 2017 07:56

I doubt devs will ever admit to anything or fix it if there is an issue. I don't think people should be resisting lvl 49-50 spells 40% of the time, it makes playing a caster very very frustrating. It also seems to vary from person to person- people that are fully buffed with resist buffs definitely seem to resist more often.

Nunki
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Postby Nunki » Feb 26, 2017 14:52

neighborhoodwatch wrote:no one cares about stealthers

resists are definitely not 12.5% or w/e was quoted

At least for Uthgard 1, 12.5% was the smallest resist rate you could get (lvl 50 cast on lvl 50 enemy).

Link: viewtopic.php?f=15&t=26868

Lets say the formula is 12,5% + 0,5 * (target lvl - cast lvl). (Not entirely sure)

Therefore a lvl 25 cast would have a 25 % resist chance.

Madix wrote:I doubt devs will ever admit to anything or fix it if there is an issue.

Why do you think that? Personal feeling or any kind of source/experience? They checked and fixed a lot of things.
GMs have a lot of stuff to do, the last thing they can do, is check any kind of confirmation bias or QQ. Every third issue is quite noensense, not talking about appeals (Even worse I bet).

They need numbers and logs, less QQ!

Do a test run, live accounts are free (trial), Uthgard is for free. Collect numbers and offer them to the community.
Everything else is confirmation bias or QQ. :D

Help to improve this server, instead of spreading complaints or presumptions. ;)

Greetings

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Madix
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Postby Madix » Feb 26, 2017 16:17

Live Daoc free trial? I don't have a lvl 50 caster or a level 50 friend willing to test it anyways. The grab bag said this:

Q: Spell resists. Can you give me more details as to how the system works?

A: Here's the answer, straight from the desk of the spell designer:

"Spells have a factor of (spell level / 2) added to their chance to hit. (Spell level defined as the level the spell is awarded, chance to hit defined as the chance of avoiding the "Your target resists the spell!" message.) Subtracted from the modified to-hit chance is the target's (level / 2). So a L50 caster casting a L30 spell at a L50 monster or player, they have a base chance of 85% to hit, plus 15%, minus 25% for a net chance to hit of 75%. If the chance to hit goes over 100% damage or duration is increased, and if it goes below 55%, you still have a 55% chance to hit but your damage or duration is penalized. If the chance to hit goes below 0, you cannot hit at all. Once the spell hits, damage and duration are further modified by resistances.

"In general, RvR is between opponents within 1 quanta of each other (in the frontiers for example, L45-50), and the spells cast are L40+. This results in a 2.5-5% modifier, which is somewhat lost in the noise of the bonuses from Int/Acuity, realm abilities, and modifiers from resistances. For characters using spells around L30, they will see a more significant reduction however, and this factor is part of it."


and

Mastery of focus is a realm ability that raises the effective level of the spell, with a cap of level 50. So, with mastery of focus 2, a level 41 spell would be resisted just like a level 50 spell.

Direct damage spells have a higher chance of success than combination or non direct damage spells in high level PVE. A level 50 player casting a level 50 DD against a level 50 target will have a lower chance of being resisted than a level 50 player casting a level 50 DD/Snare against a level 50 target.

I don't have any idea which order these are calculated, Marty would have to help me out on that. I'm also unsure as to exactly what differences there are between players and Mobs, though I'd wager a guess that players have a lower chance to be resisted than a Mob.

Things that do NOT factor in to this equation are:
-Resists (10% cold) from spells, RAs, MLs, items, etc.
-Acuity (200 intellegence)
-Bonuses to your spell line from RAs, items, etc (+10 to All magic)

Note from Mighty Marty: Levels matter the most - level of player, level of spell, etc. Things like what type of spell (nuke or combo), are less important. (One exception to the above is the buff shear category - player level matters less with that particular spell type.) Also, there should be one small side factor DJ didn't mention. If you are being clobbered by multiple attackers, you are less likely to resist magical attack.



Blue seems to think that's wrong and will only take live tests as proof- which means nobody will ever check his work. Apparently resists work differently here for players than they do for monsters- mainly based off Blue liking a post in this thread stating so.

But whatever. I'll have to annoy one of my friends later and kill them 50 times because there's no test dummies here, I think resist buffs may be a factor too so I think it will only work on clerics.

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