it should simply make you always do more damage
It applies after CHA.
it should simply make you always do more damage
Maybe I missed it while reading the thread but how do aoe's that are tied to other effects like blinds/root/stun work now? I'm curious if the blind part of an aoe is on the old resist code and the damage is on the new or if I will be blinded after each aoe since I will be taking at least some damage.
I can only say what I know from experience. Say in Frost when you try to mez priests on 4 pulls. They migitate mezz so bad now that the chanter has to chain mez and can only do it one mob. I do lierally mean chain mez. Now granted I only have overpowering calm I and enchanced control II but I still have to chain mez how will effect such mobs.
Mobs that show a JI of 11 to <random resist> still produce resist messages when they are the target of spells <random resist> type. Personally I think this is WAI, but figured I may as well point it out.
Something I noticed playing with the change. It's really only an issue for certain mobs/situations, but can be a pain. Basically, having DoT's always land on me can take up a bunch of buff slots in a hurry. I was pulling insane researchers in FoB and getting 3 DoT's stacked on me. As a shaman, that's 4 slots I need to have free when engaging these guys if I want to self-HoT. Soloing them before the change I would get maybe two DoT's on me at once if I were unlucky (usually no more than one)... now it's guaranteed 3.
Admittedly not a huge issue as most mobs aren't going to stack that many DoT's on a player, but in this situation it was really annoying.
This is also an issue I'm having and the only thing I hate about this change. Dots that I just autoresisted before all land on me, eating up valuable buff spots![]()
Didn't think of stuns. Will add an exception for those.
Maybe DoTs should only use the new system for players against NPCs and not the other way around? Although the inconsistency there would kind of suck it might be more realistic for the buff slot limits we are stuck with.
remove ultimates/primals from the game
It is a bad mechanic and it is too random that makes encounters sometimes a 'luck shot' if the wizards get too many of them.
Wizards are too powerful with them and they should be scaled down.
I haven't tested it in game yet but from first glances you went and changed the best necro tome and turned it into a piece of shit.. and packaged it as rebalanced
I don't understand most of the math posted but from what I can gather if I have two ranks of the tome done and cast caress (no resist adjust) and it lands any subsequent caress now has a -4% resist adjust if i recast it before it wears off?
Is this correct?