Spell resists are too high IMO...this time with proof.

re: Jhessal's resist rates

I just noticed you were fighting in Heartland, which has high resist rates due to the magical barrier that protected it from the corruption. Expect high resists in that zone.
 
hephasteus said:
Raherin said:
I'd just like to chip in a little something.

Keep in mind that some mobs are exceptionally resistant to certain elements, or even many elements, so choose your spell types carefully. Wizards are actually quite lucky to have a very, very low resist spell type (lures), fire, cold, and magic damage based spells. Sure, you might not be able to use your best nuke all the time, but at least use a variety of spells to see what works best.

If you think it sucks for wizards with your arsenal of spell types, you are being ignorant to the other int casters, because wizard is the only caster with so many different kinds of spells at your fingertips.

If you ask me, I think alot of the people complain about resist changes haven't really looked at their other spell types (even if they aren't as mana friendly, or UBER DAMAGE). Also, don't forget, some mobs simply are just better left alone with their resist types against certain classes.


Well some of the experiences i've had have not been unusual but are nontheless very surreal. For instance i went and farmed bears with my druid and whipped out the good old level 1 flame lick spell and chain casted it to raise my evoc up the 20 points it had lagged since i had jus gotten combust. It was wild experience because it's green mob and my resists would run from 10 percent to almost 80 percent of my casts. NO SPELL that does more than one thing is easily used in the game. This really screws up chanters and druids because chanters get spells that dot and debuff or dot and stun and druids get this too. Immolate is almost completely useless because it gets resisted too much. It may be only 30 40 percent of the time but when you blow that much mana and get NOTHING for it it's a bit of inconvenience because i don't have enough mana to recatst it and have to just wait and heal through the fight and let damage sheild kill it and save my mana for another heal. Chanters soloin is a pain because NO matter what you try you can't get rid of your mana with an enchanter and you're health never goes far enough. You're pet is only good for about a minute and a half of fighting so either you HAVE to pick up agro and watch your health plummet as recast delay slowly painfully unbearably comes back. Resists aren't a problem on chanter because I can't ever use HALF my mana soloing. What is so painful about the resist issue here is that i have the 2 out of 4 characters it hits the hardest. Hurtts chanter because tashan takes time to cast, only ALLoWS me to use these dual component spells if i just blow the time it takes to cast. I pull with it but i would much rather pull with choke which AINT happening. A few levels and Anarchy will fix this somewhat but I DON"T SEE the purpose for all the hamstringing. I get the spell immolate. I need to use the spell because its part of my characters ability to kill things. But i can't. If i could stun something in SoD my chanter wouldnt ahve such a hard time but I CAN''T. This isn't a case of wizards running around Sol A trying to burn fire goblins or me trying to combust on fire goblins in Sol A. This is every freaking mob in the game. No it's not all the time. But something is broken. It affects my druid severely casue mana pool. It affects my chanter severly cause any form of agro management between me and my pet just flies out the window right from the start of the fight when you get in a nasty resist situation.. It affects wizards because people group them, the groups DPS doesn't change and they start looking for more melle and more healers. Doesn't bother a chanter in a group because the tank can keep agro so pet is just big nasty reusable DOT and you're nuke rate doesn't matter because you only get one nuke per fight with a good group anyway you do the delay part while medding afterwards. It affects necro and mage to some extent because in a group you can ALWAYS tell when a necro hit a resist patch cause you're dumping heals into them.

Tashan started out a spell to cast to help groups on super resistant mobs. Then it became a daily chore. I do not see any wisdom in giving a spell for an advantage then making you use that spell just to do anything, then calling it balanced. But that is the EQ live team where they invent the stupidest things around. Like experiencing for days to be able to do another trade skill. Experiencing for days to get an AA so that making a pieces of jewelry makes any economic sense. It's all about adding something then taking it away later on and making people do something useless in the end for NOTHING. They don't really care if you logged in medding and buffing your time away in 1999 or logged in killing 2000 more mobs to get an armor that makes you even with something that dropped in a 6 hour camp 6 years before. The big rippoff of EQ is them getting you to waste enrmous amounts of time to get something that is supposed to save you time. DID anyone really get enough benifit out of the Coldain shawl to make it worth the 50 hours of effort it took to get one? NO. Raiding became a from of mass camping where instead of wasting 6 peoples time to get one item for someone in the group you waste 46 peoples time to get one item for one person in the GUILD.

The only thing I can't figure out is if Wiz loves us so much to want to keep us around here for years and years why does he yell at us all the time? I guess thats best pondered over a 2 hour mining session followed by a 1 hour ore making session followed up by a 3 minute armor making spurt with no skillups. Am i being snotty. Yes. But that's the whole problem with creating reality and then trying to get people to come live it. Thier honest emotional reactons to it can tend to suck. If you don't beleive me just ask Satan how things are going lately. CEO's aren't even trying to create unfair realities any more. They just make crap up any more and when it gets found out they just cry and whine about how they aren't bad they just want to be rich. BooHoo. You go pulling murdering dictactors out of holes these days and there's no defiance or principality they just go strait to creating reality and hoping your ok with it.

"I'm tough but fair" -Sadamn Heussein.

Ok Mr. Insane. We didn't know you were fair. I guess you're free to go. :eek:

Can someone please decode this? You really should use more paragraphs :/
That'll kill my eyes. I'm not criticizing your post at all, I'm just stating I'm not going to read it in that state.
 
Well... the one thing i pulled out of that post that i agree with is;
Spells that do more than one thing are useless. This seems basically true.

As a wizard it makes no sense for me to cast my stuns. Most of the time the damage hits with no stun. So i just spent mana on a spell that does 1/3 the damage of a same level nuke. I'm better off just casting a root for little mana if i want to stop the mob.
This is while soloing of course, In a group it's still an option for agro reasons and possibly saving the tank from taking a hit.
 
I will second (or third) this observation.
The necromancer DoT / debuff spell Asystole (level 44) has a resist rate of about ~50%, measured in Faentharc, MielechB and couple other zones. I just stopped using it after realizing its resist rate.
 
Question for you Wizard (and SoD) 'vets' out there:

My experience with resists so far up to L15 have been about 1 resist per engagement on mobs that con even or less.
However, there are occurances where i'll get stonewalled 3 times in a row from a light-blue mob, or greens from time to time.

I'm sitting at 160 CHA +\-, and using lightning-based spells vs. kobolds in warrens.
I also have 150pts in Focus/Mind spec (to reduce resists).

My question is: Does that sound about right for SoD based on my situation?
If that's par for the course, then that's fine... i'm just curious as to how I can improve my successful casts.

If I need to get 250 CHA before I see a noticible improvement, that would also be helpful to know.
As it is, i'm not raising my INT with items at all, as all the mana in the world means nothing if you can't land a hit.

Suggestions/clarifications are appreciated!

This isn't a bitch post, I know resists work differently on SoD, i'm just trying to learn early how to mitigate my ample resists.

Thanks in advance!
 
I have a suspicion that SoD resists are not working fully as intended. The occasional one resist per fight is reasonable but once in a while you meet that blue mob, same mob you fought 20 times before, that resists all your spells (or at least the first 8-9 of them, till you run out of mana). For a teen druid who always has the LFG flag on but never finds any groups, that means zoning is necessary.
/shout Train to exit!
Not necessarilly challenging, just annoying.
 
The game / SoD rng is and always has been streaky. I've suspected the programmers were lazy and seeded it with /loc, but I've never confirmed it. You just kind of have to learn to live with it and take the occasional red wall of shit on the chin.
 
Breaking News: Random Number Generator sometimes results in strings of unlikely results.

Someone alert drudge.
 
Wiz said:
Breaking News: Random Number Generator sometimes results in strings of unlikely results.

Someone alert drudge.

Yeah, but there's a big difference between a good random algorithm and a lazy one. If I'm right and they did seed it with /loc, it could definitely explain much of the RNG's behavior. The question is merely an academic one, but it's interesting nonetheless. It's curious that this particular charge is leveled against the source game, but not EQ2, DII, WoW, DDO, or really any other mmo or similar--at least, not that I'm aware of--and given the parent company's previous history of fuckups that're biblical in proportion, I wouldn't put it past them.

Of course, I could just be seeing if I could get a whole new series of players to stand in a certain spot before they nuke. I wouldn't put it past me.
 
Thinkmeats said:
Wiz said:
Breaking News: Random Number Generator sometimes results in strings of unlikely results.

Someone alert drudge.

Yeah, but there's a big difference between a good random algorithm and a lazy one. If I'm right and they did seed it with /loc, it could definitely explain much of the RNG's behavior. The question is merely an academic one, but it's interesting nonetheless. It's curious that this particular charge is leveled against the source game, but not EQ2, DII, WoW, DDO, or really any other mmo or similar--at least, not that I'm aware of--and given the parent company's previous history of fuckups that're biblical in proportion, I wouldn't put it past them.

Of course, I could just be seeing if I could get a whole new series of players to stand in a certain spot before they nuke. I wouldn't put it past me.

No, it was not seeded with loc, the very idea is dumb as hell.
 
Assuming that the probability of a mob resisting a spell is 20%, the probability of a mob resisting five casts in a row is about one in 3000. The "resist waves" in SoD are happening way more often, and I've seen it happening 6-7 times in a row.
Perhaps the random number generator you're using is broken. I know the default one in C / C++ is pretty bad. I can point you to better (and fast) random number generators if you're interested.
 
I want to find ways to deal with the system, not complain about the resists. Once I get malo, I doubt I will even remember it. However, about the streakyness of the RNG, I can comment.


Back when the earring was 1 second, it is pretty common knowledge that was used it to simply power through the resists.


About 1 out of every 10 mobs had no resists on anything you threw at it.
Half the mobs resisted about 1 in 4, the commonly accepted 25% resist.
1 out of every 5 mobs would resist the earring 6, 7, 12, 16, and my personal best, 18 resists in a row.

You could count on it.

Not once a week, not once a night, not once an hour.... once every 5 mobs or so.
 
resists are ridiculous as a 40's necro with around 100 cha unbuffed alot of the time i cant get a dot to land until the mob is below 50% making it a huge waste of mana and me doing almost no dps
 
thizz said:
resists are ridiculous as a 40's necro with around 100 cha unbuffed alot of the time i cant get a dot to land until the mob is below 50% making it a huge waste of mana and me doing almost no dps

An example (which I quotet earlier):

Me (level 60 Necro, 137 Charisma) is raiding sometimes.
Even on red targets I can land my DoT's fairly often.
It isn't ridiculous that my Poison DD will get resisted fairly often by a Wyvern, it isn't ridiculous that my Fire DoT will be resisted by a fire drake.

Resists freak out for me sometimes but at the other side I will resist stuff quite often (no resist >75 iirc) and I willalso be able to land my DoT's/DD's.
Summed up I can tell: Resist rates will freak out sometimes - at both sides.
Live with it or quit the game. I don't feel like it is insane hard to play anymore - just more challenging and this is perfectly ok.
 
Just a quick note, I posted this in another thread as well but I'll comment here too-

Heartland resists are on my plate for next patch. After giving them a quick once-over this morning in comparison to other mobs around Dalaya, they'll more than likely be lowered across the board. Some will be minor decreases, such as the goblins.
 
Xeldan said:
Just a quick note, I posted this in another thread as well but I'll comment here too-

Heartland resists are on my plate for next patch. After giving them a quick once-over this morning in comparison to other mobs around Dalaya, they'll more than likely be lowered across the board. Some will be minor decreases, such as the goblins.

Thanks Xeldan
 
Birlic said:
Assuming that the probability of a mob resisting a spell is 20%, the probability of a mob resisting five casts in a row is about one in 3000. The "resist waves" in SoD are happening way more often, and I've seen it happening 6-7 times in a row.
Perhaps the random number generator you're using is broken. I know the default one in C / C++ is pretty bad. I can point you to better (and fast) random number generators if you're interested.

Not really. They have a 20% chance to resist eveyr cast. The likelyhood that the second cast will land because the first one did not does not work. When you toss a coin, there is a 50% chance it will land heads, and 50% chance it will land tails, no matter what the previous result was.
I understand what you are saying, but in reality, theres just a 20% chance everytime you cast. It is possible to land within that 20% 6 times in a row. I've flipped heads 14 times in a row before.
 
Nuncio said:
Birlic said:
Assuming that the probability of a mob resisting a spell is 20%, the probability of a mob resisting five casts in a row is about one in 3000. The "resist waves" in SoD are happening way more often, and I've seen it happening 6-7 times in a row.
Perhaps the random number generator you're using is broken. I know the default one in C / C++ is pretty bad. I can point you to better (and fast) random number generators if you're interested.

Not really. They have a 20% chance to resist eveyr cast. The likelyhood that the second cast will land because the first one did not does not work. When you toss a coin, there is a 50% chance it will land heads, and 50% chance it will land tails, no matter what the previous result was.
I understand what you are saying, but in reality, theres just a 20% chance everytime you cast. It is possible to land within that 20% 6 times in a row. I've flipped heads 14 times in a row before.

Well, what you posted is correctly stating that on the 5th cast, there is still just a 20% chance for it to be resisted. The chance to resist is not based upon prior casts; you are correct about that. What HE was stating was the chance to have 5 casts in a row resisted. You cannot argue that the chance to have 5 consecutive casts resisted is equal to the chance for any given cast to be resisted.
 
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