Fixing resistances and Combat
Posted: Sun Jan 15, 2006 12:02 am
EDIT: If this is implemented, mobs, especially epic mobs, will probably have their damage lowered so that they are no harder than they are now. Your resistances will be lower, but the mobs damage will be lower too. Players will be NO weaker against mobs; resistances have changed many times over the years and the mobs are always adjusted(courteousy of Isabelle) to be balanced with the current resistances available.
As many of you know, physical attacks are currently worthless in PvP and against supermobs. Magical attacks are worthless against most decent characters. The only reliable way to kill players are elementals, which ignore every defense in the game.
What causes these problems?
Physical attacks are useless because everyone easily gets 90% physical resists + sanctuary and many easily get high armor class. 90% resists + sanc = 5% damage, plus many of your attacks don't hit because of armor class. This also makes damage reduction useless since it's calculated before resistances, for example: 10,000 damage - 100 dr = 9900 damage, - 95% for resists = 495 damage. Without the damage reduction, you would have taken 500 damage; meaning your 100 dr is only preventing 5 damage.
Magical attacks are usually useless, as there are a variety of ways to raise MR but few ways to raise complexities. A certain item in the game gives 20 MR, Psychic armor can easily give 15ish, epicbuy easily gives 20, pixies get 20 bonus, gnomes get 50 bonus, and epicbuy keeps giving it with epic levels. So that means that a low-epic-level pixie can get 75 + antimagic shell, and a gnome of similar level can get 105 + antimagic shell. An e1 pixie with psionicist only has 85 in his highest complexities, which raises to 90 at e100 with crowning. With these high MR ratings, you don't need many fecs in your antimagic shell to be immune to magic from similar-level opponents, so you can put many durs in it and get a fairly long duration. That makes offensive magic not terribly useful against well-designed characters.
Elementals deal prog damage, which means they can attack from any range, use no mana, ignore resistances if you don't add an elemental rune, ignore all damage reduction, ignore AC, and ignore MR. On top of this, elementals get 6,000 hp and very high AC, making them very difficult to kill. Typical elementals will deal around 1,000 damage per shot and ignore all defenses, so chances are they will kill you before you can kill them, and even if you can kill them they can just be resummoned. If you consider that physical damage is reduced to 5%, then roughly halved by AC, an elemental effectively does 40x damage, or the equivalent of 40,000 physical damage per shot. Higher level elementals deal even more damage.
What can be done about this? Well, the main problem with resistances is that they exponential returns for increasing resistance values. What does this mean?
With one resist enchanted, you get 10% resistance. This means you now take 90% damage, and your opponent has to deal 11% more damage to kill you, so you effectively get an 11% bonus to your hp from your resistance.
With two resistances enchanted, you get 20% resistance. This means you now take 80% damage, and your opponent has to deal 25% more damage to kill you, so you effectively get a 25% bonus to your hp from your resistance.
With three resistances enchanted, you get 30% resistance. This means you now take 70% damage, and your opponent has to deal 42% more damage to kill you, so you effectively get a 42% bonus to your hp from your resistances.
With four resists, you get 40% resistance, which is a 66% bonus to your hp.
With five resists, you get 50% resistance, which is a 100% bonus to your hp.
With six resists, you get 60% resistance, which is a 150% bonus to your hp.
With seven resists, you get 70% resistance, which is a 233% bonus to your hp.
With eight resists, you get 80% resistance, which is a 400% bonus to your hp.
With nine resists, you get 90% resistance, which is a 900% bonus to your hp.
With nine resists plus sanc, you get 95% effective resistance, which is a 1900% bonus to your hp.
What can we do about it? See this post: http://forums.dark-legacy.com/viewtopic.php?t=642
How will this benefit you?
Everyone: this makes damage reduction useful, so the higher dr and lower AC of higher level armor is actually worthwhile. You can also tailor your resistances to suit your tastes, instead of being almost required to enchant two-three resistances per item and max all physical resists. You can even enchant no resists if you want, since they won't be so vital with this change. Additionally, all of those different elemental runes that each of your classes gets become far more useful.
Mages: You can actually use elemental runes in your offensive spells for the bonus from Empower Augmentation, since you don't have to worry about out-of-hand resistances
Melee Characters: Your attacks are no longer a joke in PvP or against supermobs; everyone will not have such high resists that you can't kill them with your physical attacks.
Druids: Your elementals are no longer "overpowered", and no one can rightfully complain about you using them in the arena. Also, you can feasibly use elementals other than magic elementals.
Pkers/duelers: These changes will make pk as feasible as it was two years ago, so you can effectively fight other players without being a druid. Also, with more characters being feasible for PvP, you will find more people willing to duel you and make PvP characters.
Please comment on this idea; Celeborn and I have discussed this and want YOUR opinions. If no one supports it, it won't go into effect. If this idea meets with support, I'll write up a fix for Complexities vs MR, so that oracles, conjurers, etc will be feasible in PvP once again.
So please tell me what you think, and if you don't understand it, just ask and I'll try to clarify ^_~
As many of you know, physical attacks are currently worthless in PvP and against supermobs. Magical attacks are worthless against most decent characters. The only reliable way to kill players are elementals, which ignore every defense in the game.
What causes these problems?
Physical attacks are useless because everyone easily gets 90% physical resists + sanctuary and many easily get high armor class. 90% resists + sanc = 5% damage, plus many of your attacks don't hit because of armor class. This also makes damage reduction useless since it's calculated before resistances, for example: 10,000 damage - 100 dr = 9900 damage, - 95% for resists = 495 damage. Without the damage reduction, you would have taken 500 damage; meaning your 100 dr is only preventing 5 damage.
Magical attacks are usually useless, as there are a variety of ways to raise MR but few ways to raise complexities. A certain item in the game gives 20 MR, Psychic armor can easily give 15ish, epicbuy easily gives 20, pixies get 20 bonus, gnomes get 50 bonus, and epicbuy keeps giving it with epic levels. So that means that a low-epic-level pixie can get 75 + antimagic shell, and a gnome of similar level can get 105 + antimagic shell. An e1 pixie with psionicist only has 85 in his highest complexities, which raises to 90 at e100 with crowning. With these high MR ratings, you don't need many fecs in your antimagic shell to be immune to magic from similar-level opponents, so you can put many durs in it and get a fairly long duration. That makes offensive magic not terribly useful against well-designed characters.
Elementals deal prog damage, which means they can attack from any range, use no mana, ignore resistances if you don't add an elemental rune, ignore all damage reduction, ignore AC, and ignore MR. On top of this, elementals get 6,000 hp and very high AC, making them very difficult to kill. Typical elementals will deal around 1,000 damage per shot and ignore all defenses, so chances are they will kill you before you can kill them, and even if you can kill them they can just be resummoned. If you consider that physical damage is reduced to 5%, then roughly halved by AC, an elemental effectively does 40x damage, or the equivalent of 40,000 physical damage per shot. Higher level elementals deal even more damage.
What can be done about this? Well, the main problem with resistances is that they exponential returns for increasing resistance values. What does this mean?
With one resist enchanted, you get 10% resistance. This means you now take 90% damage, and your opponent has to deal 11% more damage to kill you, so you effectively get an 11% bonus to your hp from your resistance.
With two resistances enchanted, you get 20% resistance. This means you now take 80% damage, and your opponent has to deal 25% more damage to kill you, so you effectively get a 25% bonus to your hp from your resistance.
With three resistances enchanted, you get 30% resistance. This means you now take 70% damage, and your opponent has to deal 42% more damage to kill you, so you effectively get a 42% bonus to your hp from your resistances.
With four resists, you get 40% resistance, which is a 66% bonus to your hp.
With five resists, you get 50% resistance, which is a 100% bonus to your hp.
With six resists, you get 60% resistance, which is a 150% bonus to your hp.
With seven resists, you get 70% resistance, which is a 233% bonus to your hp.
With eight resists, you get 80% resistance, which is a 400% bonus to your hp.
With nine resists, you get 90% resistance, which is a 900% bonus to your hp.
With nine resists plus sanc, you get 95% effective resistance, which is a 1900% bonus to your hp.
What can we do about it? See this post: http://forums.dark-legacy.com/viewtopic.php?t=642
How will this benefit you?
Everyone: this makes damage reduction useful, so the higher dr and lower AC of higher level armor is actually worthwhile. You can also tailor your resistances to suit your tastes, instead of being almost required to enchant two-three resistances per item and max all physical resists. You can even enchant no resists if you want, since they won't be so vital with this change. Additionally, all of those different elemental runes that each of your classes gets become far more useful.
Mages: You can actually use elemental runes in your offensive spells for the bonus from Empower Augmentation, since you don't have to worry about out-of-hand resistances
Melee Characters: Your attacks are no longer a joke in PvP or against supermobs; everyone will not have such high resists that you can't kill them with your physical attacks.
Druids: Your elementals are no longer "overpowered", and no one can rightfully complain about you using them in the arena. Also, you can feasibly use elementals other than magic elementals.
Pkers/duelers: These changes will make pk as feasible as it was two years ago, so you can effectively fight other players without being a druid. Also, with more characters being feasible for PvP, you will find more people willing to duel you and make PvP characters.
Please comment on this idea; Celeborn and I have discussed this and want YOUR opinions. If no one supports it, it won't go into effect. If this idea meets with support, I'll write up a fix for Complexities vs MR, so that oracles, conjurers, etc will be feasible in PvP once again.
So please tell me what you think, and if you don't understand it, just ask and I'll try to clarify ^_~