Title: NPC Spells Fixed Post by: Hunter on December 16, 2013, 09:36:14 am Was brought to my attention that the -1500 Resist Check for AoE and -4000 Resist Check for DD NPC spells in T8 ToV were not working as intended, and also how to fix it.
They should now be working properly. Was probably some source code update that broke them few months ago to not see resist checks. As always, give out free EZ Credits for major bug/exploit reports and the amount of credits depends on how good the info is, how bad the problem was, etc. Soon will apply these fixes to some T7, T9, Angry Beholder, and Ancient Dragon bosses too. Those spell resist checks -1500 and -4000 is how T8 was originally balance, as intended. The main tank would need over 4k resist to not get hit by boss DD spells, and the rest of the group would need either over 1 million HP and/or over 1500 resist to survive the AoE boss spells. Title: Re: NPC Spells Fixed Post by: Rageful on December 16, 2013, 10:07:00 am Guessing this person abused the zone before reporting, then got free credits
Only a guess though :P Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 10:21:42 am how often do they cast the AE / DD ? Is it random or static? Makes it harder to run more than 6 without knowing other party's health
Title: Re: NPC Spells Fixed Post by: Gannicus on December 16, 2013, 10:25:39 am Guessing this person abused the zone before reporting, then got free credits Only a guess though :P You'd probably be right, since I know there was only one person in the world complaining about this like it was life changing AFTER completing it all for his characters. Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 10:33:35 am Guessing this person abused the zone before reporting, then got free credits Only a guess though :P You'd probably be right, since I know there was only one person in the world complaining about this like it was life changing AFTER completing it all for his characters. Of course he did. Should be made to redo t8, imo, not rewarded. Title: Re: NPC Spells Fixed Post by: Expletus on December 16, 2013, 10:37:57 am Yes... I'm sure that person doesn't have 1 piece of T8 gear either. ::)
Title: Re: NPC Spells Fixed Post by: clbreastmilk on December 16, 2013, 10:38:12 am What was the previous setting before this change?
Title: Re: NPC Spells Fixed Post by: Dimur on December 16, 2013, 10:55:39 am This has been a pretty well known issue to anyone doing T8 and was brought up months ago, my guess is the reason it wasn't fixed until now is because nobody knew where the resist check was failing. It's not like it matters much anyhow, because anyone going through the normal progression process would have the required resists on their their off toons anyhow since they'd be needed for T7 content. The only head scratcher to me is that the DD is a 4k resist check, to have resists that high is basically saying that UW is in fact a requirement because even with all slots having at least one resist X from TOFS you'd be hard pressed to hit that level of resists without it, and going higher than resist X is just retarded given the amount of combines involved.
Title: Re: NPC Spells Fixed Post by: Rageful on December 16, 2013, 10:58:03 am + 1000 Dimur.
My mind is blown right now by this Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 10:59:37 am This has been a pretty well known issue to anyone doing T8 and was brought up months ago, my guess is the reason it wasn't fixed until now is because nobody knew where the resist check was failing. It's not like it matters much anyhow, because anyone going through the normal progression process would have the required resists on their their off toons anyhow since they'd be needed for T7 content. The only head scratcher to me is that the DD is a 4k resist check, to have resists that high is basically saying that UW is in fact a requirement because even with all slots having at least one resist X from TOFS you'd be hard pressed to hit that level of resists without it, and going higher than resist X is just retarded given the amount of combines involved. Why is content being made around the UW? So hunter, are you stating that everyone who is t9 flagged were knowingly or unknowingly exploiting t8? How is that fair to people who are not yet t8 flagged? Title: Re: NPC Spells Fixed Post by: Rageful on December 16, 2013, 11:01:15 am You can drop the fairness thing right now. They will have to back track and get resists to even continue what they are doing now
Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 11:05:09 am You can drop the fairness thing right now. They will have to back track and get resists to even continue what they are doing now Um, who cares about getting the resists. You still have to survive the AE and heal it, as well as trying to maintain aggro from rollover. Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 11:06:45 am There is a variety of ways to increase your resist, increase your HP, and to increase your healers healing.
Combination of classes and quest items will help you to survive T8 where mobs do 1 million damage with high resist checks. Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 11:08:17 am You can drop the fairness thing right now. They will have to back track and get resists to even continue what they are doing now Um, who cares about getting the resists. You still have to survive the AE and heal it, as well as trying to maintain aggro from rollover. Actually, if you have enough resist, you won't have to heal up the spell damage. So you can focus on resist and/or hp with healing. Both is better :) Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 11:13:24 am You can drop the fairness thing right now. They will have to back track and get resists to even continue what they are doing now Um, who cares about getting the resists. You still have to survive the AE and heal it, as well as trying to maintain aggro from rollover. Actually, if you have enough resist, you won't have to heal up the spell damage. So you can focus on resist and/or hp with healing. Both is better :) you mean if everyone has 4k resists you dont have to heal? Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 11:15:05 am You can drop the fairness thing right now. They will have to back track and get resists to even continue what they are doing now Um, who cares about getting the resists. You still have to survive the AE and heal it, as well as trying to maintain aggro from rollover. Actually, if you have enough resist, you won't have to heal up the spell damage. So you can focus on resist and/or hp with healing. Both is better :) you mean if everyone has 4k resists you dont have to heal? Not from spell damage. Just main tank would need to be healed from the bosses melee damage. So you see, either resist and/or healing, take your pick. Title: Re: NPC Spells Fixed Post by: Expletus on December 16, 2013, 11:19:23 am I really think the availability of resist stones at lower levels is ridiculously hard to obtain with the current setup. Any chance you could revamp the way you make stones to be in line with the LP leaf's ?
Title: Re: NPC Spells Fixed Post by: Dimur on December 16, 2013, 11:21:56 am You can avoid agro rollover issues a couple of different ways, one is to kill fast enough to not hit it, another is minimize the agro generated by your warrior to not hit it as fast, another would be using a second tank who stays 2nd on agro list so when it does rollover, someone squishy doesn't splat or hell you can even let your monk fire off their NS without fd'ing to shed agro (and yes, as much as people bitch about monk agro, cycling fd does work) and use /stonestance or /earthwalk...whichever is the better one I don't recall. Of course you could even farm the ninjastrike click to combat agro rollover, it isn't like it's unavoidable by any means and I just pointed out various ways to mitigate it off the top of my head.
As far as who cares about getting the resists, you should care about getting them since they can avoid the damage when high enough. And stop already with the OMG IT'S NOT FAIR shit. As stated before, this was a known issue and yes...it broke around the last source update so anyone who got to T8 after the source update wouldn't have known anyhow. Those people would have had to trudge through T7 with the appropriate resists on their toons anyhow and would have been fine regardless. Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 11:22:08 am in t9 what resists do you need
Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 11:28:41 am Currently, not many mobs in T9 cast spells. Most of the trash is insects, animals, etc. Some of the humanoid shamans might cast some poisons on you.
I might add some more spell to T9, haven't decided yet. When I create Tier 10, that'll probably have lots of npc spells with even higher -resist checks than T9 had. So if anyone took advantage of T8 ToV with broken resist, they won't make it far in T9/T10 unless they have a LOT of HP or go back and find various ways to increase resist above at least 4k. Title: Re: NPC Spells Fixed Post by: Brokyn on December 16, 2013, 11:34:21 am they won't make it far in T9/T10 unless they have a LOT of HP or go back and find various ways to increase resist above at least 4k. On every toon, or just the main? Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 11:42:54 am i'm a nub
Title: Re: NPC Spells Fixed Post by: Dimur on December 16, 2013, 11:53:16 am Learn to read, the resist that has the 4k check is a Direct Damage spell...the 1500 resist check is AE. Jump on the leaderboards, check who's done or is capable of doing T9 content, look at their resists and tell me how much you think this would have affected them? And as far as having profited from not having to worry about resists...how do you plan to get to T8 without them? People who plowed T8 already had appropriate resists because they HAD to have them in T7, unless you're someone who bought your way through then you might have a valid complaint. Funny how you seem to ignore the fact that people who broke into T8 first had to worry about AE rampage on every mob, not to mention the AE and DD spells before source update bugged those...ae rampage was far more debilitating than trying to resist spells because it would wipe out half your group when it'd fire.
Title: Re: NPC Spells Fixed Post by: Danish on December 16, 2013, 11:54:57 am In the beginning the resists were working as intended, no?
I got most of the gear from in there, while getting hit by the 1 mil dd + AoE - so at one point it must have been working. Then came the invul bp - and everything was easy peasy. Title: Re: NPC Spells Fixed Post by: Expletus on December 16, 2013, 11:55:36 am I spent over 2 hours on floor 5 trying to get resists up. It took me that long to build ONE 45 resist stone (9) and I had in the bank a rank 4 and two 5's. I think the amount of time spent on getting resist stones built up is ridiculous.
Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 12:03:16 pm Oh ok I take that back. I stand corrected. I misread.
Hunter didn't help by agreeing that everyone needs 4k, lol. Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 12:08:49 pm I spent over 2 hours on floor 5 trying to get resists up. It took me that long to build ONE 45 resist stone (9) and I had in the bank a rank 4 and two 5's. I think the amount of time spent on getting resist stones built up is ridiculous. The best way is to triple aug them with 5s or 6s, depending how high you want to go. Getting to rank 10/11 seems a waste of time imo. of course you might have to now for your maintank anyway Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 12:10:59 pm Leaderboards showing top 10 resist players have 3800-4800 resist already.
Those are likely all main tanks. When T9 was originally created, the resist checks was working properly AND players were AoE Rampaged by bosses. Then I did a source code update ... and resist were broken. I'm not sure if it was the updated source code that also made Warrior's Way Warriors invincible vs certain mobs, or the fact that I lowered the mobs levels from like 85-90 down to 1 level above players (Yellow Con) which Hate originally made 400% cause of the level differences. So it went from difficulty as intended, to invincible Warriors and npc spells all resist. Now we're back to original difficulty intended. Title: Re: NPC Spells Fixed Post by: Hunter on December 16, 2013, 12:13:08 pm I spent over 2 hours on floor 5 trying to get resists up. It took me that long to build ONE 45 resist stone (9) and I had in the bank a rank 4 and two 5's. I think the amount of time spent on getting resist stones built up is ridiculous. The best way is to triple aug them with 5s or 6s, depending how high you want to go. Getting to rank 10/11 seems a waste of time imo. of course you might have to now for your maintank anyway See, now we're thinking about our options. Yes getting strait up to rank 10 resist stone is not so smart. It would be better to have multiple 5's and 6's inserted into several armors for faster +resist gain. Title: Re: NPC Spells Fixed Post by: Dinadas on December 16, 2013, 12:17:39 pm And if you implement those recipes we talked about, might be less whining ;D
Title: Re: NPC Spells Fixed Post by: Expletus on December 16, 2013, 12:29:35 pm I spent over 2 hours on floor 5 trying to get resists up. It took me that long to build ONE 45 resist stone (9) and I had in the bank a rank 4 and two 5's. I think the amount of time spent on getting resist stones built up is ridiculous. The best way is to triple aug them with 5s or 6s, depending how high you want to go. Getting to rank 10/11 seems a waste of time imo. of course you might have to now for your maintank anyway See, now we're thinking about our options. Yes getting strait up to rank 10 resist stone is not so smart. It would be better to have multiple 5's and 6's inserted into several armors for faster +resist gain. I know what you're saying bc I do that. It doesn't change the fact that resists are a huge time consumer especially with 15-18 toons in your stable. If they are left alone, how about adding resists to armor starting at T5? Just the main 8 pieces (chest legs etc) T5 +10 T6+20 T7+40 Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 01:07:24 pm Hm at 4004 resists still getting DD
Title: Re: NPC Spells Fixed Post by: Rageful on December 16, 2013, 01:13:03 pm 4000 would be the point where you can start fully resisting the damage
4300+ would be about the point where you always resist the spell Title: Re: NPC Spells Fixed Post by: Tankdan on December 16, 2013, 02:34:37 pm Congrats once again to everybody who did this content before the nerfs.
Title: Re: NPC Spells Fixed Post by: Dimur on December 16, 2013, 02:56:41 pm Thanks, it was a real pain in the ass to do it before the source code update nerfed these mob abilities...especially with the AE rampage that you had to deal with as well. Now that the nerf has been removed it should be comparatively easier than back then, especially without AE rampage to contend with.
Title: Re: NPC Spells Fixed Post by: Felony on December 16, 2013, 04:57:01 pm Guessing this person abused the zone before reporting, then got free credits Only a guess though :P You would be guessing wrong. Title: Re: NPC Spells Fixed Post by: WatchYouDie on December 16, 2013, 05:15:39 pm well there goes my ability to tank t8 my hp to overcome bust damage is done by HP augs that I can no longer use because I have to get over 5k resist to fully resist the DD spell. 4k might be the check but you wont resist till nearly 5k
Title: Re: NPC Spells Fixed Post by: Raygan on December 16, 2013, 06:15:09 pm So is agro rollover fixed now as well or did we just fix one bug but leave the others?
Title: Re: NPC Spells Fixed Post by: Maydaay on December 16, 2013, 06:19:28 pm hmm, you have 4k resist?
Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 07:15:48 pm well there goes my ability to tank t8 my hp to overcome bust damage is done by HP augs that I can no longer use because I have to get over 5k resist to fully resist the DD spell. 4k might be the check but you wont resist till nearly 5k 4250 seems to be what you need to fully resist atm Title: Re: NPC Spells Fixed Post by: Dethundrel on December 16, 2013, 07:50:53 pm Curious, how many of these top people with 4k+ resist don't have SoA and UW? Since content isn't supposed to be balanced around those...
Title: Re: NPC Spells Fixed Post by: arya1 on December 16, 2013, 08:12:47 pm Curious, how many of these top people with 4k+ resist don't have SoA and UW? Since content isn't supposed to be balanced around those... Or so we thought Title: Re: NPC Spells Fixed Post by: Tankdan on December 16, 2013, 08:31:47 pm I spent over 2 hours on floor 5 trying to get resists up. It took me that long to build ONE 45 resist stone (9) and I had in the bank a rank 4 and two 5's. I think the amount of time spent on getting resist stones built up is ridiculous. The best way is to triple aug them with 5s or 6s, depending how high you want to go. Getting to rank 10/11 seems a waste of time imo. of course you might have to now for your maintank anyway See, now we're thinking about our options. Yes getting strait up to rank 10 resist stone is not so smart. It would be better to have multiple 5's and 6's inserted into several armors for faster +resist gain. Except most T7 players (players entering T8, not the veterans with 4 mil hitpoints you used as an example) will need Rank 10s now on about every aug slot if they want to resist DD in T7 gear. Right now, a UW6, RoA200+, UC2, 7.0, sceptre, IG+SoA, Warrior entering T8 in full T7 only has 3200ish resists + 1.4m hitpoints. That 3200 resists is with ~35 resist augs of rank 6 average. It'd be less time consuming to Buy all of your tanks T8 gear off somebody for platinum and just faceroll the content tbh. Owning a UW9 obviously makes it a bit easier on resists. Title: Re: NPC Spells Fixed Post by: Danish on December 17, 2013, 04:20:57 am Lets just remember, that the content is very doable with low 3kish resists.
Just make sure that you bring a healer or two. Title: Re: NPC Spells Fixed Post by: Expletus on December 17, 2013, 06:58:10 am So I'm entering T7 and got a few pieces of armor on my warrior. With UC2, UW4, SoTX, and a rank 5 (with one 9) in each slot, i'm only at 2170 resists. If you take away the UW4 that's 400 resists gone. You can't tell me content isn't being designed for UW.
Please consider putting resists on armor in on tiered armor. T5 (10) T6 (20) T7(30) etc. Title: Re: NPC Spells Fixed Post by: Danish on December 17, 2013, 07:02:42 am I did T7 with 1600 resists on my tank and somewhere around 600-1000 on my other chars. This was before the HR stones - and I managed to get it done. I had UW3 as a bow on my tank then.
Its totally doable without UW - its just easier with. If your beef is that you didn't get it done, before the ToFS essence addition, well thats too bad. Just as players before us had a field day with BU weapons, shit gets changed, deal or leave. Title: Re: NPC Spells Fixed Post by: Expletus on December 17, 2013, 07:39:02 am The general consensus seems to be content is being tweaked for people with UW's, specifically tanks. All I'm asking for is to add heroic resists onto tiered armor. I'm not really sure how you got a QQ about the UW changes out of that. You're just making an assumption on that. Matter of fact, if you go back and recheck that thread, I supported the change to UW acquisition more than most. I know content can be done w/out a UW and agree with you on that.
Title: Re: NPC Spells Fixed Post by: Danish on December 17, 2013, 07:43:45 am Well the second paragraph was more aimed at Tankdan I suppose.
HR isn't needed, its a neat thing you can farm if you've got the persistence, if you don't - doesn't matter much. As long as you follow the tier gear. Title: Re: NPC Spells Fixed Post by: barrettd04 on December 17, 2013, 09:04:47 am My 250khp 4.0 non-scepter non-roa non everything Warrior plows through T9. Y'all are some serious nubs.
Title: Re: NPC Spells Fixed Post by: Tankdan on December 17, 2013, 02:35:38 pm Well the second paragraph was more aimed at Tankdan I suppose. T8 is doable without UW?HR isn't needed, its a neat thing you can farm if you've got the persistence, if you don't - doesn't matter much. As long as you follow the tier gear. I'll paypal you $100 to log in a T7 group without a UW/Top-gear and survive the first boss with 2 healers and your 1.1 mil hitpoints. Unless you've tried it recently, which you haven't, you have no room to talk. Put up or shut up. It's always the UW9 4mil hitpoint tanks telling others to stop QQing, gee I wonder why. Title: Re: NPC Spells Fixed Post by: Raygan on December 17, 2013, 06:33:24 pm Quote HR isn't needed, its a neat thing you can farm if you've got the persistence, if you don't - doesn't matter much. As long as you follow the tier gear. Even I am dumbfounded by this statement. Resists are needed. To say they are not needed is just idiotic. I do believe that people should go farm some resists...none of t8 should be given. Took me around 2 months farming resist augs to get my toons into T8, so it takes time....but once again, Danish, you just show how noobish you are by saying the above. :o Title: Re: NPC Spells Fixed Post by: Danish on December 18, 2013, 08:55:22 am Yeah, you're right... Keep up the crying, I guess.
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