Player resist rates from low level mobs

aarielly

Dalayan Beginner
I am not sure if it is intended or not, but the frost giant preators in GD seem to be rediculously hard to resist.

Most of them are green to Aarielly, a few are light blue, and they land their stuns and roots 72 percent of the time.

For a green or light blue mob to be able to land spells that consistently does not seem right. I know changes were put in to make spells less impossible to resist, but it seems to have had the opposite effect with these mobs, if you take level into consideration.

Granted, my resists are pretty low, but this still seems wrong.

After several trips in the past couple weeks I came up with these results for how many spells I resisted and how many actually landed.

Instills Resisted: 5
Retribution Resisted: 7
Holy Might Resisted: 14

Stuns that landed:56
Instills that landed: 8
Unknown Spells that landed: 3

Total spells resisted: 26
Total spells landed: 67

Over all resist rate against green and light blue mobs: 28 percent
Over all resist to root: 38 percent (unknown spells excluded)
Over all resist to stun: 20 percent (unknown spells excluded)
Over all resist to Retribution - unknown (those that landed and did not kill me were lost in the log parsing process along wiht melee hits)

Now, if these spells are intended to be that difficult to resist, thats cool, but I wanted to bring it up. Having died a few times because a wandering green cleric agroed is depressing to say the least. If it keeps up the Wizard guild is going to revoke my port liscense.

=/
 
I have to agree. Mobs that are green in Fearstone Keep often kill us because we get chain feared. Yet our spells on them still have a fairly high resist rate. It seems to us that if we get very high resist rates on red mobs, then mobs to whom we are red should have equally high resist rates against us.
 
Babs said:
I have to agree. Mobs that are green in Fearstone Keep often kill us because we get chain feared. Yet our spells on them still have a fairly high resist rate. It seems to us that if we get very high resist rates on red mobs, then mobs to whom we are red should have equally high resist rates against us.

That doesn't work out because a player can get exp from a mob up to 20 levels below them.
 
Wiz said:
That doesn't work out because a player can get exp from a mob up to 20 levels below them.

This is true, and I agree that we should not be totally immune to mobs 4 levels below us. However, I do think that we should be far less succeptable to spells from a mob that is 15 to 20 levels below us, and even more so when the mob is over 20 levels below us.

Light blue mobs give very little xp, yet the light blue casters pose a much greater threat than the dark blue (non casting) mobs.

Green mobs (at least in this case) seem to land the spells just as often as the light blue ones, yet offer virtually no reward.

With these particular mobs, the risk VS reward seems totally out of balance.

For the greatly reduced xp (if any at all) on these mobs, it seems they should also pose a proportionally reduced threat.

Granted, by now I have pretty much figured out how to avoid wandering mobs at this particular camp, so this is no longer much of a problem for me, but it does seem like something that should be looked at.
 
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