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General discussion Topics related to various aspects of Champions of Regnum |
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07-08-2011, 04:39 AM | #21 |
Initiate
Join Date: May 2009
Location: Roaming the snow
Posts: 247
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With the exception of kick, I think this is the way it should be. The more spread out a skill's effect is, the less effective it should be imo. I've noticed this pattern of wicked resists with Sultar's Terror too.. 90% knock chance my ass
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07-08-2011, 06:37 AM | #22 | ||
Apprentice
Join Date: Jul 2011
Posts: 66
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Quote:
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little example (not that spells/ccs use the same resists if no special cc resists are there): before update 10% chance ==> 1% chance to resist 2 spells/ccs in a raw (rather unlikely) now 25% chance ==> 6.25% chance to resist 2 spells/ccs in a raw this means 1 out of 16 times. this is not that unlikely anymore. (i'm not exactly sure if it's now 25% but somewhere around that seems to be the random resists. if you now add sotw you look at 75%+ and ofc knights passive block increases that to 66%+ which makes me smile everytime i manage to get my 2 dots or a knock on a knight, cause else i have no chance beating 1. -66% dmg only from random resists and block is alot.) but tbh, i'd rather have shorter ccs, longer immunities after that and better balanced dmg. example: knock lasts 3s than you could get at the same time a 9s immunity letting knock hit you the next time 6s after the last ended (or what ever ration seems balanced) dizzy: i guess mages should have at least a way to counter this, as those are hit hardest by it. it's kind of a 2nd knock for a mage. but as long as such changes aren't added, random resists are needed. (and you can't balance ccs without balancing dmg, as because of ccs barbs got insane dmg, random resists have an impact on warlocks dmg and so on. people seem to forget that. just for the note the increase of random resists lowered warlock average dps by 20%. ) |
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07-08-2011, 07:45 AM | #23 |
Baron
Join Date: May 2009
Posts: 747
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The problem is not that your crowd controls are resisted too often, but that this single resist more often than not can determine the outcome of a fight. I realize how useless it is to say this yet again, but the problem is the crowd controls. Of course one resist is going to turn the tides of a fight, when every class has the ability to completely disable an enemy for the entire fight (or in the case of barbarians, disable a group of enemies for an entire fight). This makes the resists more noticeable, whether they are actually more common or not. Resists determining fights is a symptom of a larger problem.
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07-08-2011, 12:38 PM | #24 | |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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So we just move on to the next thing. Resists. Don't think that evades and blocks are fine because you hardly see them. They have issues as well. Miss is a whole other story. I have no idea where NGD will take that antiquated layer. Hidden behind all this is the matter of seemingly broken Hit chance system. Van , both you and I asked for info on resistance and spell focus multiple times so we could understand it better. To no avail. I am weary asking but I keep at it. I hate to sound like a broken record but we really need this info too. Why is it some kind of national secret? |
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07-08-2011, 01:06 PM | #25 |
Master
Join Date: May 2007
Location: Here & There
Posts: 439
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Game of skill my ass, don't feed your ego.
Random resists are luck, luck is life. Moving on.
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07-08-2011, 02:18 PM | #26 | |
Baron
Join Date: Apr 2009
Location: Montana, U.S.A.
Posts: 690
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So really I see no need to isolate barbs in this ability. But that's aside the point; Artec has it right with the need for transparency in how spell-resistance functions. The character window still has plenty of room left for such things NGD
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07-08-2011, 03:12 PM | #27 |
Initiate
Join Date: Nov 2006
Posts: 205
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It's more noticeable for barbs perhaps because against a lock that one resist can be fatal. Barb vs good lock you don't get second chances. Often times you're lucky to have got the first.
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07-08-2011, 03:43 PM | #28 |
Apprentice
Join Date: Jul 2011
Posts: 66
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it's quite noticeable on locks too cause if 1 cc doesn't work against a barb, the lock is dead. (not enough time to cast a 2nd cc if the barb knows what to do.)
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07-08-2011, 08:12 PM | #29 |
Banned
Join Date: Dec 2009
Posts: 843
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+=======================================+
+ +Resists/evades/blocks/miss are not possible without RANDOM + +=======================================+ Resists/evades/miss for sure are not possible. Please calm down your argue about warlock/barbs or other kind of argue and read above explanation...at least try to understand. There are many point of view.Let's take one of them Resists. How ppl can build this system?Lets try many ways: 1.) Without using random system but using skills that influence resists. Lets take Inteligence as factor. Lest say by default wee have number as 100 as absolut factor and he give 0% resists.So nobody resist at something. Now lets try to add Int as factor that confere us resist. 60 int will give us 30% resist. Good...now troble is how wee build table of resist....... So from 100 hits, 30 of hits must be resisted.Without a random factor that generate a random result wee need to build a fixed chain of numbers. Hit 1=resist,Hit2=non-resist,Hit3=non-resist....etc till 100=resist. So wee asigned at 30 hits from 100 resist. Troble is a person can learn this chain and know when is resist and when is hit. Conclusion 1 =any kind of attribut that have influece confere % chances 2.) To build a system using 30% of hit by time.This it's not posible because noone can know long i will stay online...or to define the time that i want to play. Only if there is a count that count my time that i stay online and is raported as 100 at predifined time as 1 hour..10 hours etc. 3.) To build a system that can print results without a player can know that results. The only option is random from table or with range. Conclusion is sample..and there are 2 options: -a)REMOVE resists/evades/blocks/miss -b)Make only absolute spells with 100% resists/miss/block/evades and remove any kind of % chances.Also is a must to remove any kind of attribute as intelligence in resists etc.... |
07-08-2011, 09:49 PM | #30 | |
Count
Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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I really don't get what you try to say.
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There are things like random number generators. They work. The only thing not working are players that don't understand what random means, or think they've got representative tests while they don't.
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