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Questions to the Community Guides and how-to play threads posted by other users |
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11-17-2012, 01:43 AM | #11 |
Baron
Join Date: May 2009
Posts: 747
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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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11-17-2012, 10:20 AM | #12 | |
Banned
Join Date: Dec 2007
Location: Poland
Posts: 489
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11-17-2012, 10:24 AM | #13 |
Banned
Join Date: Nov 2008
Location: France
Posts: 496
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I see two kick in combat log, this could explain :]
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11-18-2012, 08:00 PM | #14 |
Master
Join Date: Oct 2007
Posts: 334
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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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11-18-2012, 09:58 PM | #15 |
Banned
Join Date: Oct 2011
Location: 'B-F-Egypt', Virginia, U.S.A. (please pity & forgive us poor american fools!).
Posts: 605
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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. |
11-19-2012, 01:09 AM | #16 | |
Pledge
Join Date: Dec 2010
Posts: 12
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11-19-2012, 06:13 AM | #17 | |
Baron
Join Date: May 2010
Location: South Africa
Posts: 906
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Quote:
She cast son of the wind after the Ivy. |
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11-19-2012, 06:24 AM | #18 |
Initiate
Join Date: Feb 2012
Posts: 196
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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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11-19-2012, 07:37 AM | #19 | |
Baron
Join Date: Dec 2008
Posts: 886
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Quote:
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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11-21-2012, 02:31 PM | #20 |
Master
Join Date: Jan 2010
Location: Belgium
Posts: 561
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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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