Can you provide more information on both your and the defenders suits? How much HCI did you have and did the defender have parry?
Thank you for responding to a long standing issue with refinement that had yet to be publically addressed.
That being said, the response is a little scary because its seems to indicate that the Team was not aware of the issue "Until Right Now??"
I was never planning to post this but the real issue is going to be mages (or any caster type) with super High DCI.
I'll use Zoro's example but make it a Dexxer vs. a Mage with 90 DCI Mage, parry, wrestle, inscription, and suit with casting focus - no melee, acher or thrower character will be able to hit the caster in any signifigant way while the caster hits with spells without fail.
The majority of people posting here THINK this is an anti mage publish when it's actually only a nerf of their current med suits. I had no desire to spell this out for the world but The Lynks of the game already know this (all he had to say was I can see myself taking advantage of this on my parry mage) and when they build the suits around the changes and use on the right casting templates they will absolutely obliterate most dexxer, archer and thrower types. There are ways for those templates to be more competative but I don't run into many dexxers who understand how to adjust for a talented mage. The rest of the players will catch on quickily after being blown up and non-med suits with casting templates will the gimp of the week (weak).
The theory of lower resists or raising them to counter is flawed in this way....
A Dexxer who wants to refine his suit to focus on mages, can in theory lower DCI and increase his elemental resists. No need for DCI because he's not worried about being hit, and he can skip increasing physical because spells do elemental damage. Good in theory, bad in practice...
The problem is it doesn't matter even if he could get them all to be 100 because the Dexxer is going to be fighting with 60's in his elemental resists during the majority of the battle because he will be cursed. He can eat an apple pick up Mystism, chiv, etc but the mana sync for a dexxer to remain uncursed is on a losing scale to a caster because mana must be used to use special moves to inflicted the needed damage. He has also had to water down his fighting skills in other areas to add those skills. Resist is a great anti magic skill except it has no effect on the elemental resist loss aspect of curse...
Hence all the posts about curse becoming overpowered in the pub 81 threads.... and a need to revamp resist spells skill to allow refinements to work as intended but if we are still talking about, "how is 95 DCI possibly unbalancing" Two months after initial tests, I am not sure I can articulate well enough to convey the less obvious but deeply intigrated issues involved in the changes being proposed.
I am aware of the HLD changes and those are good but 95 DCI but you are creating a situation where HLD is the only tactic that can be used and if we are talking 95 DCI, lower it to 43 isn't all that helpful.
I run a template that is strong against mages 80 HLD (50 wep, 30 glasses), 70 HCI, the ability to uncurse myself three different ways, and disrupt casting without relying on hitting them with a wep. 99% of dexxers/throwers/archers rely solely on the random chance to hit, max swing speed and damage.. and its why they are horrible against good mages.
With a 90 DCI I would have to hope to disrupt a mage long enough until I landed a successful hit (that was not parried) and that activated the HLD effect. Then I'd have a window to attack and could extend that window by refreshing/extending the timer. That would be my plan of attack....
It's dimensional, and could be countered easily, 40 DCI is plenty to battle someone without being hit often, wrestle could just disarm me when effect is in play, drop a conflag on your feet so I am not willing to stand there and take advantage of the opening, really just run around, etc etc etc.
At the end of the day my method of attack is limited to one very narrow avenue whereas the counters are near infinite and are far better options.
-Lore's Player