lower the resistrates

Started 17 Aug 2020
by Ambron
in Suggestions
So i only found a thread about resistrates being buggy but not to change them.

I played my Eld and my Bard the last days again and came to problems due to resists. So many moments where i think "haha, i got you!" the system told me "Nope, resist!" ... "well then i am fucked now".

So can we improve that to a way i can rely on my skills ? Reduce my Duration or reduce my damage but stop the resists... When i lose a fight from time to time due to resist, fine. But losing kinda every fight because important stuns and mezzes etc are just resisted sucks.

And yes i am using mastery of focus already but it does not help.
Mon 17 Aug 2020 10:21 PM by opossum12
You need to pray the rng gods better
Tue 18 Aug 2020 3:05 AM by Ambron
Well i would be happy when i would resist a mezz as much as people do resist mine. And god knows its hard to land a mezz on albs with the shitty lullaby on this server. But i would be rather more happy when you can play on this server more competitive.
Tue 18 Aug 2020 6:36 AM by Sepplord
with appropriate MoF (for composite spelllevel 50, NOT SPEClevel) against lvl50targets spells have a 10%resistrate, spells with multiple effects (aka DD+debuff, DD+snare, DD+Lifeleach, etc...) have a 12,5% resistrate.

That's the same for all realms, you should check if you have higher resistrates than that. Do you see the % chances when casting?

Your argument is still valid, even for those low rates, because it is a luck-factor that can in some circumstances change the outcome of a fight. But that's in my opinion a core concept of MMORPGs...or RPGs in general. Dicerolls can decide the outcome of a fight and not everything can be 100% planned and accounted for. Just as your stun gets resisted and you lose the fight, the enemy could miss their slam which lets you finish your quickcast-stun and you win the fight.

This server has already streamlined tons of things, like dmg variance and streamlining critical hits to a constant.
Tue 18 Aug 2020 6:45 AM by Centenario
If there wasn't this resist mechanic, then there would be arbitrage wins, meaning, you'd win 100% of fight just due to those spells.

Bolt + DD + DD + Stun + DD +DD + MEZZ + BOLT +DD +DD etc...

It's just plain stupid arbitrage win gameplay.
Tue 18 Aug 2020 9:26 PM by Ambron
@Centenario
So you think this or any spell combination/chain would mean 100% winrate and nobody can do sth against it? So this means you rely on the resists to win your fights lol.
But competitive PvP is about movement/positioning and the knowledge how to outplay "every" enemy class. When to use sth to counter enemies abilities or how u get most profit of ur onetimer abilities. And in RPGs the balancing should be sth like "Assassins > Caster > Tanks > Assassins". Of course this is a simple description. If there is one class/skill combination to win 100% fights it must be balanced by GMs.

@Sepplord
I agree to everything. And yes every1 should have the same issues with that. Seems like not many are annoyed losing fights because their resists ^^
And yes they changed crits and dmg variance alrdy to sth more competitive like. And i am completely fine with that ^^

Just annoying that its such a gamechanger and u cant do anything about it. I want to play and work on my skills to improve for the next fight. Like it is at the moment it is like "well, bad luck. Maybe next time i get better luck." ... thats no fun over a long period.

You do everything to win the castduel and then it gets resisted or your last chance is a quickcast stun/disease and it gets resisted.
The high effort you have to do as bard to win a mezz is another topic ^^ (would rather have a 100% resist inst ae spell, so the enemies are getting rupted instead of this 0.5second time win lullaby crap)
Wed 19 Aug 2020 12:42 AM by joshisanonymous
IIRC, resist rates are already lower here than on other servers.
Wed 19 Aug 2020 12:45 AM by gruenesschaf
Resists are already subject to less rng, you should have noticed by now that with a 10% resist chance spell you have never encounter a resist back to back for example, on the other hand you will never have had a 20 spell streak without a single resist.
Wed 19 Aug 2020 7:41 AM by Sepplord
Ambron wrote:
Tue 18 Aug 2020 9:26 PM
(would rather have a 100% resist inst ae spell, so the enemies are getting rupted instead of this 0.5second time win lullaby crap)

JFYI lullaby is a REALLY powerful tool and much better than any convential interrupt tool

benefits of Amnesia:

Amnesia doesn't interrupt, it STOPS a cast. That means you can use it against a caster that has already completed 99,99% of the casttime and you will still stop the spell.
It stops casters using quickcast, it stops casters using MoC.
Because of that Bard is the easiest class to get a castmezz off, since you have two instant amnesia spells you can use, to close into castrange and then abort the enemy casting while you are already casting mezz


the only downside is, that (As you have noticed) it doesn't trigger an interrupt timer, people can immediatly start casting after you stopped their current action. So you have to use it smart, and as late as possible.
Wed 19 Aug 2020 7:51 AM by Valaraukar
yeah lower the res % is just what is needed on this server that is so casters unfriendly!


Very very very lol
Wed 19 Aug 2020 10:48 AM by Ele
My main is a tri spec pac, so I'm throwing around lots of spells of a relatively low level (AoE mezz lvl 34, combat speed debuff 31, instant single cc's 28/29) and I rarely have problems with resists. Sure, they occur when it is most unconvenient, but the occasional prayer (or curse) to the rng goddess spices up the experience.
That being said, I specced MoF 3 to lower the resist rates on said lower level spells.
Wed 19 Aug 2020 11:41 AM by keen
Yes resists can be a pain in the neck, but they are part of the game.
As a caster don't gamble with your positioning hoping the last nuke before they reach you will be the final one, or cc etc.
Move already one nuke before the final possible.
Wed 19 Aug 2020 12:37 PM by Centenario
Wasn't there also a flat 50% resist for quickcasted spells?
Wed 19 Aug 2020 2:48 PM by Ele
Centenario wrote:
Wed 19 Aug 2020 12:37 PM
Wasn't there also a flat 50% resist for quickcasted spells?

Nope, never heard of it or experienced that.
Sat 22 Aug 2020 1:19 AM by Ambron
Sepplord wrote:
Wed 19 Aug 2020 7:41 AM
Amnesia doesn't interrupt, it STOPS a cast. That means you can use it against a caster that has already completed 99,99% of the casttime and you will still stop the spell.
It stops casters using quickcast, it stops casters using MoC.
Because of that Bard is the easiest class to get a castmezz off, since you have two instant amnesia spells you can use, to close into castrange and then abort the enemy casting while you are already casting mezz

the only downside is, that (As you have noticed) it doesn't trigger an interrupt timer, people can immediatly start casting after you stopped their current action. So you have to use it smart, and as late as possible.
I am pretty aware of that mechanic. I am not sure if you have played bard on this server yet but if i try to hit amnesia at the last moment of the cast animation it is too late. I have talked to other bards having the same issue. So you have to use it when the enemy has his hands up (and i got countermezzed even when using it at this moment (without being resisted and quickcast or sth)). So you may win half a second per lullaby.

I am pretty sure it is the most beloved comparison here:
On Uthgard i had never issues with resists.

Resists should be bad luck and not happen everytime you nuke a target. To kill a target on this server with its HP-Boost you need quite a few casts and i never get one target down without one resist.
Sat 22 Aug 2020 1:33 AM by gruenesschaf
Ambron wrote:
Sat 22 Aug 2020 1:19 AM
I am pretty aware of that mechanic. I am not sure if you have played bard on this server yet but if i try to hit amnesia at the last moment of the cast animation it is too late. I have talked to other bards having the same issue. So you have to use it when the enemy has his hands up (and i got countermezzed even when using it at this moment (without being resisted and quickcast or sth)). So you may win half a second per lullaby.

The guaranteed amnesia window is up to 50ms before cast completion, if amnesia arrives when there are less than 50ms to cast completion it can go either way. Please note that the 50ms are server time, meaning depending on your ping you have to press the amnesia button 70 - 300ms before the cast completes.
Sun 23 Aug 2020 7:02 PM by Nephamael
btw i suggest removing resistrate off quickcast . would also be a buff for the underused concentration RA
Sun 23 Aug 2020 7:02 PM by Nephamael
btw i suggest removing resistrate off quickcast . would also be a buff for the underused concentration RA
Sun 13 Sep 2020 6:35 PM by Bradekes
gruenesschaf wrote:
Wed 19 Aug 2020 12:45 AM
Resists are already subject to less rng, you should have noticed by now that with a 10% resist chance spell you have never encounter a resist back to back for example, on the other hand you will never have had a 20 spell streak without a single resist.

10% Resist chance happening back to back. it is not impossible.

But I think it has something to do with animist bomber spells not acting like regular spells. Creeping basenuke will sometimes go off and the 10% body resist debuff will not proc on the spell but it still does damage and sometimes it takes 3 of the spell to actually proc the resist debuff.

Sun 13 Sep 2020 7:29 PM by gruenesschaf
Bradekes wrote:
Sun 13 Sep 2020 6:35 PM
gruenesschaf wrote:
Wed 19 Aug 2020 12:45 AM
Resists are already subject to less rng, you should have noticed by now that with a 10% resist chance spell you have never encounter a resist back to back for example, on the other hand you will never have had a 20 spell streak without a single resist.

But I think it has something to do with animist bomber spells not acting like regular spells. Creeping basenuke will sometimes go off and the 10% body resist debuff will not proc on the spell but it still does damage and sometimes it takes 3 of the spell to actually proc the resist debuff.


Yep that should be changed. Basically the streak counting happens on the caster which in case of animist bomber is the bomber itself, the streak counting on them obviously doesn't make sense. Will be fixed next reboot.
This topic is locked and you can't reply.

Return to Suggestions or the latest topics