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Old 11-17-2012, 01:43 AM   #11
VandaMan
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Part of the problem with trying to come up with exact percentages for these kinds of things is that it simply does not translate into a constant percentage. Your spell resistance and evade chance are at some point, in some way, compared against the enemies spell focus or hit chance. So the likelihood of evades and resists is different depending on who you fight.
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Old 11-17-2012, 10:20 AM   #12
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Quote:
Originally Posted by VandaMan View Post
Part of the problem with trying to come up with exact percentages for these kinds of things is that it simply does not translate into a constant percentage. Your spell resistance and evade chance are at some point, in some way, compared against the enemies spell focus or hit chance. So the likelihood of evades and resists is different depending on who you fight.
... Which exactly covers Pay to Win scheme.
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Old 11-17-2012, 10:24 AM   #13
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I see two kick in combat log, this could explain :]
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Old 11-18-2012, 08:00 PM   #14
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You could always use sotw check how many resists you get vs failures and do this oh say ~1000-5000 times and get a pretty good average of the chance. This is done in many other mmorpgs where the players are heavily devoted, I haven't seen anyone do much numbering like this in Regnum.
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Old 11-18-2012, 09:58 PM   #15
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Just from looking at my combat log after fights, I'd say native evade & resist is about 10-15% currently (but also over past year or so this % has significantly fluctuated periodically as NGD tinkered with their system, but put nada in the changelog about doing so). Imho, SotW & Esc seem to boost those totals to around 50-55% (if unknocked). As others have stated, the math on this seems to translate into something non-linear, non-constant, & non-%-based, but like them, idk.

I do know however that the more people who play who choose to cheat by editing their data packets to boost their own attack & spell focus totals, &/or their own evade & resist totals, makes accurate mapping of anything related to any of those things impossible. NGD won't tell us the formulas & I'm completely ok with that, just as long as they begin the process of coding either 1. RO without their totally-exploitable, shared server/client game architecture or 2. a really hard & thorough multi-spectrum sniffing of all returning data packets & then, perma-banning all confirmed, repeat offender cheaters (3 strikes/you out: 1st=loss of level, 2nd=loss of toon, 3rd=loss of account) & no exceptions.

Last edited by Lebeau; 11-18-2012 at 10:38 PM.
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Old 11-19-2012, 01:09 AM   #16
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Quote:
Originally Posted by Lebeau View Post
I do know however that the more people who play who choose to cheat by editing their data packets to boost their own attack & spell focus totals, &/or their own evade & resist totals, makes accurate mapping of anything related to any of those things impossible. NGD won't tell us the formulas & I'm completely ok with that, just as long as they begin the process of coding either 1. RO without their totally-exploitable, shared server/client game architecture or 2. a really hard & thorough multi-spectrum sniffing of all returning data packets & then, perma-banning all confirmed, repeat offender cheaters (3 strikes/you out: 1st=loss of level, 2nd=loss of toon, 3rd=loss of account) & no exceptions.
Here's a challenge: Can anyone come up with a more paranoid theory about resists and evades than this? =D
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Old 11-19-2012, 06:13 AM   #17
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Quote:
Originally Posted by Lebeau View Post
Just from looking at my combat log after fights, I'd say native evade & resist is about 10-15% currently (but also over past year or so this % has significantly fluctuated periodically as NGD tinkered with their system, but put nada in the changelog about doing so).
The problem is that archers only pay attention to the spells that make it through Son of the Wind and don't care too much about the ones that don't. If a warlock is bold enough to try to cast spells through Son of the Wind, this is generally what his log would look like:



She cast son of the wind after the Ivy.
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Old 11-19-2012, 06:24 AM   #18
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Imo I think SotW and Escapist shouldn't be "bullet proof". It gives the game some dynamic, you can't just spam these spells and stay alive. I like that part.
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Old 11-19-2012, 07:37 AM   #19
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Quote:
Originally Posted by Shwish View Post
The problem is that archers only pay attention to the spells that make it through Son of the Wind and don't care too much about the ones that don't. If a warlock is bold enough to try to cast spells through Son of the Wind, this is generally what his log would look like:

http://i653.photobucket.com/albums/u...1708_01_36.jpg

She cast son of the wind after the Ivy.
Agreed.. SOTW works well enough, it just shouldn't STOP working when you get knocked!

But its still much easier to use MOD to counter SOTW than to try to spam spells on it, unless Will domain works.

However, it is my personal opinion that these spells should be worked in a way similar to Precise block and Army of one, to be reliable. Filling your game with chance spells may seem like its better for fairness, but in reality even many losses when outnumbered occur because of chance failures.

The same goes for Unstoppable madness; Now that beacons and horn are gone, it could easily be 100% for 10sec.
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Old 11-21-2012, 02:31 PM   #20
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Son of the wind:
Evades and resists 100% of all spells and attacks
Duration: 6 seconds
Can not attack/dizzy
Mana: 200

there

Footnote: hunters shouldnt be able to camo when they evade or resist spells/normals
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