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General Category => Suggestions => Topic started by: Evever on January 07, 2013, 04:50:14 pm



Title: Different way to approach said resists...
Post by: Evever on January 07, 2013, 04:50:14 pm
Alrighty so, I had an idea that a few people said I should post here for you Hunter;

Now bare with me here you want people to not resist Fear//Blind//Root, etc... Why not make a clicky item that you do a quest for... The quest could be located in The Overthere if you so wish even, doesn't truly matter, but people have constantly complained about getting rooted by grays without a even slight chance of resist...

So, as I was saying, a clicky item that reduces targets magic resist by -1000 like you have in effect now, I think it'd be better....


Title: Re: Different way to approach said resists...
Post by: Hunter on January 07, 2013, 05:53:13 pm
That would be possible.

I think it would increase Ninjastrike damage as well.



Title: Re: Different way to approach said resists...
Post by: Fugitive on January 07, 2013, 06:02:08 pm
That would be possible.

I think it would increase Ninjastrike damage as well.



Woot +1 yeah this would also recover all the other "fun" that is going on PvE style


Title: Re: Different way to approach said resists...
Post by: Gannicus on January 07, 2013, 06:14:59 pm
That would be possible.

I think it would increase Ninjastrike damage as well.



Woot +1 yeah this would also recover all the other "fun" that is going on PvE style

I don't know about you guys, but I really love being rooted and mana drained in HOH constantly now.


Title: Re: Different way to approach said resists...
Post by: Evever on January 07, 2013, 08:22:49 pm
Hmm it might.... Couldn't you change Ninjastrike to work differently? I'm not sure how you'd do it... but I honestly think the clicky is a better idea then getting rooted, mana drained, feared, etc. 24/7... =P


Title: Re: Different way to approach said resists...
Post by: zymral on January 07, 2013, 10:38:28 pm
Change ninjastike to poision resist or something like that if it is a problem.


Title: Re: Different way to approach said resists...
Post by: hateborne on January 07, 2013, 10:47:45 pm
Hmm it might.... Couldn't you change Ninjastrike to work differently? I'm not sure how you'd do it... but I honestly think the clicky is a better idea then getting rooted, mana drained, feared, etc. 24/7... =P

I think part of the problem is that we were all nearly immune to it before. Now that they are actually landing, those rounding mobs up are noticing it.


Change ninjastike to poision resist or something like that if it is a problem.

Please no.





Code:
#define SE_SpellResistReduction                 126 // implemented
Effectid = 126, effect_base_value = 1000, duration 36 seconds, undispellable. Go?


-Hate


Title: Re: Different way to approach said resists...
Post by: Griz on January 07, 2013, 10:55:00 pm
Enemy resists don't really affect the damage of augs, unless you are fighting an enemy with like 1500 resists or something (The augs are -1000?)

Likewise, the line of spells for bards/shamans/whatever that hate added really don't actually do anything because a) Resists are capped, b) even if they were, most custom spells are unresistable, and c) The only enemy spells that actually do noticeable damage are the various poisons, which are instantly cured by like 2 paladin swings. Even if the DoTs weren't instantly curable, resistances don't actually reduce damage from a DoT that has already landed on you.


Title: Re: Different way to approach said resists...
Post by: xelurasu on January 08, 2013, 12:42:04 pm
Maybe I'm missing something but why can't there be a trigger for the pvp zone that adds the debuff in question only when you're there? Seems like you add a column to the character table that is switched on, to 1, when you're in the zone. This column is checked to see if it is set to 1 then you get the debuff. Zoning out on purpose or by ranger gate will set the column back to 0 and the debuff will be gone.

Is this not viable?

Wojjelok


Title: Re: Different way to approach said resists...
Post by: Fugitive on January 08, 2013, 01:59:33 pm
Maybe I'm missing something but why can't there be a trigger for the pvp zone that adds the debuff in question only when you're there? Seems like you add a column to the character table that is switched on, to 1, when you're in the zone. This column is checked to see if it is set to 1 then you get the debuff. Zoning out on purpose or by ranger gate will set the column back to 0 and the debuff will be gone.

Is this not viable?

Wojjelok

nice idea


Title: Re: Different way to approach said resists...
Post by: hateborne on January 08, 2013, 02:45:57 pm
Enemy resists don't really affect the damage of augs, unless you are fighting an enemy with like 1500 resists or something (The augs are -1000?)

Likewise, the line of spells for bards/shamans/whatever that hate added really don't actually do anything because a) Resists are capped, b) even if they were, most custom spells are unresistable, and c) The only enemy spells that actually do noticeable damage are the various poisons, which are instantly cured by like 2 paladin swings. Even if the DoTs weren't instantly curable, resistances don't actually reduce damage from a DoT that has already landed on you.

Hehe could also be because the effect is somewhat broken. The resist buff was just a filler so they would stack properly. :-)


-Hate


Title: Re: Different way to approach said resists...
Post by: Griz on January 08, 2013, 07:17:20 pm
If we're talking zonewide debuffs, just move the PVP zone to Uqua and call it a day :P


Title: Re: Different way to approach said resists...
Post by: Hunter on January 08, 2013, 11:40:28 pm
I think I may have seen "pvp resist" some where, possible in spell file.