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Spell Support Broken Spells? Want them Fixed? Request it here.

 
 
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Old 06-06-2009, 07:32 AM
LumieX
Fire Beetle
 
Join Date: Sep 2007
Posts: 15
Default resists and dots

I've always thought resists should work a lot differently then they do now

each resist point should be worth exactly the same, each point in a resist should be a .2% chance to completely resist a spell and, if said spell lands, should reduce incoming damage by .2% so if you have 100 FR, you've got a 20% chance to fully resist fire spells and if they land, their damage is reduced by 20% and you become immune to a resist type at 500, unless of course, vs a lure spell

ive always hated how you just simply get 200 in a resist and you basically become immune to it unless it's a lure

ive also hated how resists work vs dots...only the initial cast has a resist check and this was especially annoying on pvp servers once everyone became well geared enough to resist my shamans dots constantly

how it shouldve worked was the initial cast gets a resist check and then if it lands, each ticks damage is reduced by a certain % based on your resist

so say you have 200 PR, you should have a 40% chance to fully resist the spell and if it lands, each ticks damage will be reduced by 40%

also, things like stuns and roots/slows should also work the same way

if you've got 300 MR and someone casts a 10 second stun on you, you should have a 60% chance to fully resist the spell and if it lands, the stun should have its length reduced by 60%, thus resulting in a 4 second stun

same with slows, 200 MR and someone casts a 50% slow on you, it should reduce the slow by 40% which makes the slow a 30% slow instead



just curious if this stuff can even be done?
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