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Old 03-16-2015, 12:45 AM   #11
oim
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The problem is, some spells are very often resisted (will domain) and some don't (rip breaker). It seems damaging spells work better.

I think there should be no random resist/evade/block but counter spells/buffs like evade of the archer skills. There are enough crap spells you could replace.
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Old 03-16-2015, 02:43 AM   #12
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The problem with random resists is that they turn the battle into pure chance. It doesn't matter how well skilled you are, or how good you are at the game - if you get ambush, DS and WS resisted randomly then you are almost certainly going to lose a battle. Not much point playing the game if it is purely chance based, just sit at home and flip a coin over and over - heads you win, tails you were resisted. Being beaten by a better skilled player teaches you how to become better, being beaten by a string of resists makes you feel cheated.
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Old 03-21-2015, 02:55 PM   #13
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Reported it many times. Description of 'Critical Chance' is bugged.

http://i.imgur.com/yp7Shrs.jpg
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Old 03-30-2015, 04:02 AM   #14
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Quote:
Originally Posted by Iheartpancakes View Post
Chance is a huge part of the RPG world. You just need the right algorithm for it to be less frustrating.
In Regnum things are different. In RPGs mages use to be the strongest. And not dual wielding unstoppable barbs.


We have spell elude, spell resist, standard resist, standard evade, spell focus, blocking ... it is a huge mess. And ngd lost control if they ever had. Just remove that sh*t.
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Old 04-01-2015, 11:52 PM   #15
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if I remember when RO was in beta, game was designed to have not the same quantity of class .That means lot of knight / marks, lesser barb and few mage.

As mage was designed to be a class to support doing damage area or support area. That means mage was designed to be bad in pvp and enough strong in war to change a fight.

But NGD never control the amount of active player by class. Which give this state with all is bad shape.
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