Mob magic resist rate ridiculous 1-30.

I'd have to agree with the poster on this one, I have a pretty twinked wizard, and always have 200 cha buffed, which is always becuase I Run around harassing enchanters. *With* 200 cha on dark blue mobs my magic spells are resisted at *least* 20% of the time fully, and about another 15% partially, this is rediculous imo, seeing as i've got 198int, 200 cha, I don't see how any non twink caster does this
 
Pretty much, it's not that people are being dicks or anything. It's simply that most of us realize that people do not process data accurately over large sets that would be required to show anything. People tend to process things by heuristics, with their opinions heavily influenced by their moods. So if you get a bad string all of a sudden a bad string turns into jeez wtf this blows I can't land shit ever! grr resists too high. Thus the parsing need. Though sometimes it does provide value in that people look into it, and otherwise they might not etc.

If anything where you should start is snagging a bard w/jayla's insight to go get some base resists for the mobs you're going after, that way you can rule out resist differences. But lowbies don't generally have access to those. I'd attempt to do a little of that, but I barely have time to even sleep nowadays.
 
vistachiri said:
Pretty much, it's not that people are being dicks or anything. It's simply that most of us realize that people do not process data accurately over large sets that would be required to show anything. People tend to process things by heuristics, with their opinions heavily influenced by their moods. So if you get a bad string all of a sudden a bad string turns into jeez wtf this blows I can't land shit ever! grr resists too high. Thus the parsing need. Though sometimes it does provide value in that people look into it, and otherwise they might not etc.

If anything where you should start is snagging a bard w/jayla's insight to go get some base resists for the mobs you're going after, that way you can rule out resist differences. But lowbies don't generally have access to those. I'd attempt to do a little of that, but I barely have time to even sleep nowadays.

I feel the need to reiterate that I did not post artificially inflated numbers based on some burst of anger. I feel it would be a complete waste of time to post inaccurate information in hopes I could somehow "fool" someone into changing a game mechanic. I was not angry when I wrote the OP, I swear. With that said, I agree 100% that there is no reason to change anything based on my thread. No one did extended tests and I guess I just wanted to see how many other people experienced something similar. I don't have the patience to do these extended tests, so I really can't say anything further.

:D
 
I have to disagree I currently have a 25 druid and so far I have found the resist rates against white and lower mobs to honestly be rather low on most spells except for the fire based dot and root. root does have a high resist chance, but our dots get resisted about 5-10% on average. Snare is slightly more with about 10% resist rate. Now on yellow mobs this goes up to about 15-20% and on reds it goes up to about 25% resists on barely red and more on higher reds.

As far as nukes I notice that I hardly ever get partial resist on the lightning based ones however the fire resist get resisted much more often. I find that it mainly depends on what I am fighting. Where are you killing most of the time, Also I find that zones with a larger bonus to xp like miela (30% bonus) have an increased overall resist rate to show that they are harder zones about 10% more resists.

Also the spells with a stun component like the wind line seem to have an additional 5% chance to partial resist usually.
 
Potsos76 said:
I feel the need to reiterate that I did not post artificially inflated numbers based on some burst of anger. I feel it would be a complete waste of time to post inaccurate information in hopes I could somehow "fool" someone into changing a game mechanic. I was not angry when I wrote the OP, I swear. With that said, I agree 100% that there is no reason to change anything based on my thread. No one did extended tests and I guess I just wanted to see how many other people experienced something similar. I don't have the patience to do these extended tests, so I really can't say anything further.

:D

We would like to reiterate that we are not at all discrediting your findings, but we can not process them in any way without some evidence. It's much like claiming that your neighbor's dog craps in your yard, but there are no piles of shit to be found, you can't do much about it. Please just post some sort of numbers the next time you go xp.

This is an easy way to do this. I'm sure you can get a parser to do a lot of this, but you seem rather reluctant to do anything w/ a parser.
-Turn logging on in EQW
-Play normally, killing approximately the same mobs in the same zone
-Open eqlog_[character].log with word
-ctl-f, replace tab, type in the spell hit message (ex: is struck by lightning), note the number of replacements
-now, replace the resist message (ex: resisted your lightning spell), note the number
-post here the zone, mobs, and the spell resistance findings.


We need specific numbers to know if it's the spells, the mobs, or the zone that has a problem if there is any. Once you post some fairly concrete evidence that there may be a problem, others may be inclined to test it for themselves, so the entire burden is not all on yourself but the ball needs to start rolling somewhere.

Send me a forum PM or irc message 'iae' and I can come jayla's the mobs you are fighting
 
Hyrathin - lvl 6 druid (exp lock is on)
80 CHA
Max Focus/Mind

Mob: "a gnoll", white and blue con, outside of Black Burrow (centaur hills)

Burst of Flame spell: 5 damage
Total Casts: 102
Partial Resist: 12
Full Resists: 24

66 Full hits
--------------
12 Partial Resist
24 Full Resist
============
36 Resists

54% resist rate
30% resist rate excluding partial resists


I'll see about getting up the gumption to do a log of my 27 magician later on, but i'm sure it won't vary much.
 
Uhh, your math is seriously off. 36 resists / 102 casts is not a 54% resist rate, it's a 35-36% resist rate
 
It's cause he divided the 36 resists into the 66 full hits, not the 36 resists into the total casts.

Still though, 36% seems a little high.
 
kibeth said:
It's cause he divided the 36 resists into the 66 full hits, not the 36 resists into the total casts.

Still though, 36% seems a little high.

Doing my own replica of that parse now.
 
I did 1000 bursts of flame with a level 6 druid (using GM mass casting), 80 charisma, fighting a white. Full resist rate ended up at 9%, partial resist rate 21% (with numbers that averaged out to ~3) which means a total of ~20% of the damage from my casting was lost. Quite reasonable, in my opinion.
 
That does seem much more reasonable than the previous 36%

What about other spells though? I hate to make you try a bunch of spells out, but the concerns weren't JUST for their burst of fire, it was voiced about the Root line and the magic based stun/nukes. Lightning spells apparently worked fine, but since its simple for a GM to test these things in about a minute, could you just run those quickly, you'll probably get about the same 20% resist rate, which is fair in my books.
 
My brother and I recently started here on SOD playing a Wizard and Enchanter. The one thing we talk about all the time is how much the mobs resist our spells (my brother the wizard had it far worse then I did). I dont know off hand what he has for cha but I cant tell you from about 10-25 we were both getting an agrevating amount of resists even to mobs that were light blue. I will say that I am now level 28 with 240 in focus/mind and my spells seem to get resisted less then they use too. Like the original poster I havent parsed any logs because to be honest I dont care enough to do so.... I was also lucky enough to have a partner to level with and some friends I made along the way so I wasnt solo as often as grouped. I do understand the op's frustration though.
 
kibeth said:
That does seem much more reasonable than the previous 36%

What about other spells though? I hate to make you try a bunch of spells out, but the concerns weren't JUST for their burst of fire, it was voiced about the Root line and the magic based stun/nukes. Lightning spells apparently worked fine, but since its simple for a GM to test these things in about a minute, could you just run those quickly, you'll probably get about the same 20% resist rate, which is fair in my books.

The "previous 36%" was both partial and full resists, so you proabably ended up with a similar number to 20% damage loss.

With a 9% full resist on DDs, you'd end up with something like 15% full resist on roots assuming the mob had the same FR and MR. Not too unreasonable there either.
 
Wiz said:
I did 1000 bursts of flame with a level 6 druid (using GM mass casting), 80 charisma, fighting a white. Full resist rate ended up at 9%, partial resist rate 21% (with numbers that averaged out to ~3) which means a total of ~20% of the damage from my casting was lost. Quite reasonable, in my opinion.

Math - my bad.

A 20% damage loss isn't too bad, but a 30% resist rate is an ugly thing. Roughly 1 out of every 3 spells you cast were going to end up not dealing full or any damage, which is probably why so many people get so frustrated.

The issue is consistency. Say that resists were entirely taken out and that, instead, a 20% damage reduction was applied across the board. No one would ever complain about resists. However, the result is that a battle would be boring. There wouldn't be an "Oh shi-" moment. But with how resists are currently applied, a person can win or lose a fight based on a resist string. It isn't so bad with melee because they swing so frequently that it averages out a lot easier, but casters don't cast as many times as a melee swings during a solo fight. Again, consistency.

But if that doesn't bother you, /shrug. Just my opinion. I presume that the efficiency of heals and their inability to resist is taken into consideration, right?
 
Beneficial and detrimental spell effects seem pretty well balanced to me, thank you very much. If there's a problem with resist rates involving a particular spell line, a particular zone, a particular level range, or whatever, fine. But don't go trying to fix what ain't broke.
 
Playing a SK with it's limited line of spells from the necro side of things, and then Leveling up a wizzy .. I have noticed a few things.

I find it's not nesc the spells themselves, it's certain zones seem just slighty .. off.

Example: Eastern Badlands & Northern Wastes of Tar.

In both of these zones I have noticed certain things:

1. The mobs seem to be slightly undercon'd (Meaning the color they show, makes them appear easier than they really are). This is not just me either, I have heard the same comments from many others, either on shout, guild, or group chat. (This is more true for East bad, than N. Wastes However.)

2. I find in most dungeons, I seem to get resisted LESS, than above world fighting .. the one major area that I totally dread going with my caster is the N.Wastes...

Doesn't matter if I'm fighting scorpions, or pumas, or mummies - The rate at which I get resisted or even partially resisted (as a froggy with 145cha & 200 in focus/mind) is just insane. (Blue/white - very rarely a yellow on con's)

Now, that froggy I have worked my arse off to pimp it out as much as possible (speaking of which, where the heck are all the wizzy cloaks / items - and the amount of FT items compared to Recovery items at less than godly levels, is just way skewed [ie: there are tons of recovery items available at all sorts of level ranges, but it takes an army to get even the simplest FT it seems like] but I am getting off topic now..).

In any case, my experiences else where and for other spells seems pretty fair tbh. I mean my original thought when I was making my wizard was *(Hey, my Sk has like a 62cha and he seems to do alright casting spells...)* I wish now I would have dumped all 30pts of my starting points into Cha for my froggy, alas I did not do so, but, it's nothing that can't be fixed I suppose given time and vast amounts of money.

All in all though, I do find changing certain spells around to fight different monsters does help, but for the most part, I find the resists pretty ok atm, with the exceptions to the above mentioned areas.

Cheers.

P.s. One of the wizzy spells @ lv29 doesn't do anything at all (one of the nukes, force something I belive - has the same icon as the lv24 mana nuke spell) I cast it, it takes the mana, and viola, nothing, no msg, no dmg, no nothing :)
 
I'm surprised all these Druids haven't mentioned this...I'm going to assume most of the resists you're seeing are from using Careless Lightning? If that's the case - and I'm assuming it is - this has been the case since EQ Day 1. I'm currently a level 28 Druid, and I can't WAIT until I get one more level and get away from the Careless Lightning spell once and for all.

Back in my EQLive days, I remember this situation well actually, so I was pretty prepared when I started getting 30-40% resist rates when using the spell. The truth is, this is pretty much the only spell that gets resisted at all. Snare lands with pretty good frequency, and DoT's are hardly ever resisted even by red mobs. If you're using Careless Lightning and you're getting resists, then you're just like any of the other thousands of Druids that have come before you. Get to level 29 by DoT kiting. Luckily for Druids, our DoT's are almost never resisted. Once you get to level 29 you'll say goodbye to the Careless Lightning spell and your resist problems will likely be gone for good.

Seriously, Careless Lightning is the worst spell Druids get. It won't matter if you face reds, yellows, blacks, or blues. You'll get resists - whole resists, partial resists, etc. - whenever you use the spell and whoever you use it on. Only 7 more blues until 29 :dance:
 
Buane said:
I'm surprised all these Druids haven't mentioned this...I'm going to assume most of the resists you're seeing are from using Careless Lightning? If that's the case - and I'm assuming it is - this has been the case since Game Day 1. I'm currently a level 28 Druid, and I can't WAIT until I get one more level and get away from the Careless Lightning spell once and for all.

Back in my EQLive days, I remember this situation well actually, so I was pretty prepared when I started getting 30-40% resist rates when using the spell. The truth is, this is pretty much the only spell that gets resisted at all. Snare lands with pretty good frequency, and DoT's are hardly ever resisted even by red mobs. If you're using Careless Lightning and you're getting resists, then you're just like any of the other thousands of Druids that have come before you. Get to level 29 by DoT kiting. Luckily for Druids, our DoT's are almost never resisted. Once you get to level 29 you'll say goodbye to the Careless Lightning spell and your resist problems will likely be gone for good.

Seriously, Careless Lightning is the worst spell Druids get. It won't matter if you face reds, yellows, blacks, or blues. You'll get resists - whole resists, partial resists, etc. - whenever you use the spell and whoever you use it on. Only 7 more blues until 29 :dance:

The 29 Fire DoT (Immolate?) seems to get resisted at the same rate as the Fire DD line. For me, it hasn't been awful, just slightly annoying. This is contrary to the other line (Swarm, Crud) that seems to almost never get resisted. So the above isn't entirely true, especially when you consider the hefty mana cost on the level 29 Fire spells. Resisted DoTs are more frustrating than DD, in my opinion.
 
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