Spell Resists *unlocked*

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Dalayan Beginner
Wiz wrote:

I'm locking this post since I just tweaked the formulas, start a new one as needed.


Wiz wrote:
Your level, con of mob you are fighting, spell you are using, and X resists out of X attempts.


First off, thank you Wiz on taking the time to read the feedback on your new spell resist changes. With that, i'll start off the new topic.




Level 43 Wizard
Light Blue Ice Giant
(Pulled Mob with) Lightning Shock
Resist 1/1 times
Immobilize
Resist 3/4 times, 3rd cast (successful) root lasted 15(or less?) seconds. Needless to say I died :sadf:



I have 157 cha (excellent for level 43). I really think that resists pertaining to your level should be revamped. If something is 4+ levels lower than I am (in this case I think giants are about 10+??), I should be able to land my spell for full damage 90% of the time or higher. As a wizard, my only purpose is being DPS. With this serious overhaul on raising mobs resists, regardless of how high a characters cha is, it seems my purpose in a group has been taken away.

Why have a wizard who can:
A) only attack 70% of the mobs (because mana runs low sometimes i have to med through entire fights)
B) Frequently gets resisted fully/partially on those mobs

when a group could instead have a rogue, who does as least as much DPS with comparable gear (or lets imagine this rogue is twinked, and can seriously outdamage me on every mob regardless of whether I dump all my mana on the mob or not. Keep in mind that if a wizard is twinked, however, i cant ever raise my overall DPS, I can only at best change raise the percentage of mobs I attack from 70% to 80%-85%). Or perhaps that group will now take a monk, who can pull (quite amazingly with Feign Death), has consistant DPS near mine, has great instant aggro management (again, because of FD), and takes damage much better than a wizard in the event of things going south (not that a wizard should be able to take damage, just saying its another perk of having a monk vs having a wizard). Even a mage or Necro is now better off than Wizards, because Magicians pets can always do damage in groups, and Necromancers always have their pets (and DoTs can only be fully resisted, cutting down on the resist rate). I just thought Wizards were supposed to be masters of arcane damage, and that ice giant today certainly showed me different.







Again let me reiterate, thank you for all the work you're putting into spell resists. I appreciate your time reading my posts, and thanks in advance for addressing my concerns.





Blaq
 
I've already tweaked again, so this data is useless now. Grab some more, please.

Also, a sample of 5 is utterly useless.
 
im a 16 shaman , in BlackBurrow Gnoll Brutes, Gnoll Gladiators,Gnoll BeastMasters and Gnoll Overeseers resist Walking Sleep resisted 2 out of 3 times on average they were green/light blue/blue to me they also resisted Tainted Breath 2 out of 3 times on average
 
Empirical observations from a level 16 necromancer:

Although this is from a far from comprehensive study, I want to list my most commonly used spells in order from most resisted to least resisted where the target mobs were kobolds ranging from DB to LB.

infectious cloud <= heart flutter < leach < englufing darkness < heat blood.

This is in line with what I have always seen, although, as they are supposed to be, all are resisted more often than before. I applaud the formula for maintaining the relative effectiveness of each spell, but I offer the following food for thought.

By modifying resistances like this, characters which do not depend primarily on spells have had their overall effectiveness increased, while characters which do depend on spells have had their overall effectiveness decreased...duh. The rationale for developing a system like this must have come from the assumption that casters are too powerful and need to be weakened. I do not think this the primary intention of the system, instead I believe it is to make playing a caster more dynamic and involved. The other reason for creating a system like this is to provide some incentive to wear items with resistances at lower levels and make the casting of resistance buffs more desirable.

I believe all of these goals have been achieved by making resists matter. However, because I also do not believe that casters were too powerful beforehand, nor were they intended to be dramatically nerfed, I would suggest something among the following:

A) Scale the damage of dots and DDs by the % chance of resistance now minus the % chance of resistance before, this would mean that over a long enough period of time DPS would be unchanged.

B) Reduce the mana cost of resistable spells by the same % above. This is slightly better because it would help roots, snares, slows, etc. as well.

C) Add resistance debuff items/spells to all casting classes that do not have them and make all resistance debuff spells effective to the point resists will be in line with what they were before (or something like it).

Of those solutions, A) is probably the least desirable but it would certainly placate people, B) is nice but it would be imbalanced through the use of currently available debuff spells, and C) comes the closest to making spell casting a little more dynamic. With C), not only would casters have to pick which spell-types they needed during a fight, but it would have to be coordinated with other casters. In addition, C) would make soloing much more active and especially dependant on the particular mob they were fighting (assuming different mobs at the same level without buffs have different resistances).

I apologize for having no actual data, but I doubt the effectiveness of providing such information.
 
From doing a couple days of experiencing on my pally, I've experienced a huge amount of resists as well, of course.

I use stuns / FoL to get aggro normally. When I've used these in the past few days, sometimes I get as many as 4 resists in a ROW on the same mob when casting Flash of Light. About 1/2 of my stuns are resisted. I used to get MAYBE 1 resist on flash of light when casting it on a mob, and MAYBE 1 resist on stun. It has become almost difficult for me to hold aggro sometimes because half of my FoL's and Stuns are resisted.

I'm sorry I can't provide a parse or log of some sort, but over a few days of playing many hours of EXP'ing, I've learned that Flash of Light is getting resisted about 2/3 of the time, and my stuns about 1/2.

Roots are also much much harder to land. My group in MielC tonight was using root for CC, which would've been fine, but it was resisted half the time.

And my CHA isn't anywhere near sad either, it's 220.
 
As a 65 necro I noticed a lot more resists from mobs (in WPL most mobs resisted a part of my Cryotoxin, and like 3 times boths parts of the spell (poison and cold, I never remembered a mob resisting both fully before this formula) as well as most light blue mobs (plague humans and dark blue animals) couldn't be mezzed in less than 3 attempts. On the other hand I noticed being less hit by AoE in DHK than I remember being in the past.
It might need tweaking but I'm not the one to go into deep simulations about figures ; I'll just say it's a good idea to shake things up, and as long as mobs get the same effect than we do I don't mind, I'll just have to reallly focus on charisma items now.
 
East DHK not more than two hours ago with Allielyn, 65 bard, 127 cha, singing only the level 23 song Selo's Consonant Chain vs. the following Dark blue mobs:


Wyrm Soldiers: Landed 5 times. Resisted 70 times.

Wyvern Soldiers: Landed 13 times. Resisted 38 times.

Disease Drakes: Landed 17 times. Resisted 12 times.

Cold based Drakes: Landed 12 times. Resisted 13 times.

Fire based Drakes: Landed 15 times, Resisted 17 times.

Before someone flames me, Bard songs are created for utility and are supposed to increase in efficiency as the bard gains levels, so it's not because I am using an incredibly low song. There is no upgrade equivalent of Selo's Consonant Chain, like you might see in a spell line for other classes.
 
You have 127 cha. How can you expect to land anything at 65 with 127 cha? That's like expecting good accuracy with 130 dex.
 
/shrug. It was more for the purposes of raw information than anything else. If I can try tomorrow with a few charisma buffs, then we'll see if there's a big difference.

Speaking of Charisma buffs, is it Inteded that bard charisma does not stack with spell charimsa lines? (Started a new thread on the topic)
 
Locking this topic now, go to http://www.shardsofdalaya.com/forums/viewtopic.php?t=6652 if you want to show me up how crazy resists are.

Allielyn said:
East DHK not more than two hours ago with Allielyn, 65 bard, 127 cha, singing only the level 23 song Selo's Consonant Chain vs. the following Dark blue mobs:


Wyrm Soldiers: Landed 5 times. Resisted 70 times.

Wyvern Soldiers: Landed 13 times. Resisted 38 times.

Disease Drakes: Landed 17 times. Resisted 12 times.

Cold based Drakes: Landed 12 times. Resisted 13 times.

Fire based Drakes: Landed 15 times, Resisted 17 times.

Before someone flames me, Bard songs are created for utility and are supposed to increase in efficiency as the bard gains levels, so it's not because I am using an incredibly low song. There is no upgrade equivalent of Selo's Consonant Chain, like you might see in a spell line for other classes.

Those are HIGHLY MR mobs.
 
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