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Idea for Resisting Spells skill

  • Thread starter Edmond_Dantes
  • Start date
  • Watchers 2
E

Edmond_Dantes

Guest
So.... Not to say that the way the magic resist skill is broken at the moment, but a way it could be made more akin to what it used to be;
You could leave the way resisting spells effects paralyze, poison, curses, etc. or tweak it a little bit or even leave out, and in addition (or subtraction:)) to that, you could have different levels of resist add a different percentage based on the skill apply towards increasing your armor resist caps.

So for example, John Doe at 100.00 Resisting Spells, has his maximum resistances capped at 75 (or 80 if you want to push it), etc. etc.

Why not? :lol:
 
V

Victoria Navarre

Guest
Well just from the standpoint of elemental resistance,you can get 75's in all elements with mystic/focus and armor. Why duplicate that with spell resist?
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
It would be nice if the resists you get from Resisting Spells would stack with armor you wear. That way resist is a bit more helpful other than just for poison, curse, vana vamp, and paralyze and whatever spells I forgot.

Edit: Or at lest give a benefit/bonus to the resists on armor by a different percent based on the level of the skill.
 
A

A Rev

Guest
Id like to see it be able to resist hit spells.

Say 35% at 120

17.5% @110

10% @ GM

0% at less than GM
 
E

Edmond_Dantes

Guest
or actually... to add on to the idea.

It would be cool if at different levels of resist it would unlock different "moves" similar to ninjitsu moves, where on top of some certain passive abilities, it would allow you to increase the resistance of certain types of spells much more greatly (like you could chose to have X% chance to resist a curse, or a flame attack)

anyways, yeah maybe one day, hah!
 

Alezi

Lore Keeper
Stratics Veteran
Stratics Legend
How 'bout resisting spells giving physical and elemental resistance?

+1 at GM
+2 at 110
+3 at Legendary
 

Speedy Orkit

Grand Inquisitor
Stratics Veteran
Stratics Legend
Just give resist spells a chance to resist a spell based on circle... so even at 120 a magic arrow can still hit you, and you can resist a FS. Something like...

1st - 40%
2nd - 35%
3rd - 30%
4th - 25%
5th - 15%

All non damage spells(para, MV, etc) work as they currently do with resist.
 
E

Evlar

Guest
By definition, you would expect "Resist Spells" to be more resistant to, let's say, projectile spells.

Therefore I vote that the skill be re-named to one of the following...

Partial Resist Spells
Resist [some] Spells
Curse Resist (Though this clearly won't deflect insults at the same time ;) )
 

LordDrago

Certifiable
Stratics Veteran
Stratics Legend
Given that resist spells is not "broken" at the moment (i know, some will say it is and some will say it isn't). Can we at least agree that it is not "as broken" as some other aspects of the game? I would rather the devs spend some time fixing some "more broken" parts of the game before "fixing" resist spells.
 

LordDrago

Certifiable
Stratics Veteran
Stratics Legend
Given that resist spells is not "broken" at the moment (i know, some will say it is and some will say it isn't). Can we at least agree that it is not "as broken" as some other aspects of the game? I would rather the devs spend some time fixing some "more broken" parts of the game before "fixing" resist spells.
 

Speedy Orkit

Grand Inquisitor
Stratics Veteran
Stratics Legend
You guys are obviously all playing nubo Archers or arent thinking about how it will affect PvP.



roflol
I've played a mage about 12 out of my 13 years. My biggest problem with resist spells is that trapped boxes makes it kinda fubar.
 

Silverbird

Slightly Crazed
Stratics Veteran
Stratics Legend
Hmmm ...

What about armour resists scaling with magic resist skill? For example at 100 magic resist 100% of your armours resist are applied to your char. (Caps at 70 each elemental resist stay) For players without mr skill not punishing too much the scaling should be something like 50%+mr/2.
 

Black Majick

Certifiable
Stratics Veteran
Stratics Legend
You guys are obviously all playing nubo Archers or arent thinking about how it will affect PvP.

Say 35% at 120
roflol
Hey..all of us mages get 2.5x the damage per spell then...honestly...the best thing they could do would be to give one point in all elemental resists per every 20 points invested.

20 = 1
40 = 2
60 = 3
....
120 = 6

Honestly though..it works find just the way it is...if they do anything to resist they need to do work to magery spell damage...
 

Black Majick

Certifiable
Stratics Veteran
Stratics Legend
I've played a mage about 12 out of my 13 years. My biggest problem with resist spells is that trapped boxes makes it kinda fubar.
Necro mages make it essential for everyone to carry a tbox...prime example...

A guildmate and I were figthing 2v2 in t2a on Sonoma. I was on the dexer and was able to keep one archer busy while he EO/Para the other. He feilded. We both hit the free one to get him off me..I went up..disarmed the one in feilds and chain AIed the guy to death. We then did the exact same thing to the other one.

It is ******** yes. That is exactly why TBoxs are essential.

I would be all for making 1pt damage trapped pouches that you have to recast the spell on to make them work. You have a way to counter, but it can run out. Just like pots do...

Sleep spamming noobs make it essential ot have box now as well...
 

Heimi

Babbling Loonie
Stratics Veteran
Stratics Legend
You guys are obviously all playing nubo Archers or arent thinking about how it will affect PvP.



roflol
If you read the whole post instead of just taking one line out of context you would see he said HIT SPELLS not SPELLS - aren't hit spells what 'nubo archers' rely on? How it will affect PvP is that there will be less archers on the field..
 
S

Stupid Miner

Guest
So.... Not to say that the way the magic resist skill is broken at the moment, but a way it could be made more akin to what it used to be;
You could leave the way resisting spells effects paralyze, poison, curses, etc. or tweak it a little bit or even leave out, and in addition (or subtraction:)) to that, you could have different levels of resist add a different percentage based on the skill apply towards increasing your armor resist caps.

So for example, John Doe at 100.00 Resisting Spells, has his maximum resistances capped at 75 (or 80 if you want to push it), etc. etc.

Why not? :lol:
70% Elemental Resist is better thought of as 30% elemental vulnerability.
Increasing resist by 5% decreases vulnerability to 25% which means you're being hit 1/6th less hard, or in other words a 16.6% Final damage reduction.

80% Resist would be a 33.3% damage reduction: 30 damage would be 20, and 60 would be 40.

If you can follow that, you'll see that this would be very overpowered.

... basically, a Sampire could take a nap while fighting most Peerless.
 
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