Spell Resist Changes for Battlegrounds/PvP

Written by Feldon on . Posted in PvP/BG/Proving Grounds

Mages have been rather effective in Battlegrounds and PvP combat of late. Moreso than perhaps was intended.

Timetravelling has laid out the details of the cause of this issue, what he intends to do about it, and how it will be tested in this EQ2 Forums thread.

We’ve been digging through the code to track down the inconsistencies we’ve been seeing in spell resists and spell avoidance. We have some changes incoming that I’d like to describe briefly for y’all.

Based on the old formulas, extremely high resists (if capped) would give players a 75% chance to avoid a spell AND a 75% reduction in the damage when it landed.

At level 70+, spell avoidance chance was being multipled by 0.6 (reducing your overall chance to avoid by 40%) and spell resists were being multiplied by 0.65 (reducing the damage reduction applied to spell damage by 35%). This has been contributing to the … ah … very high combat effectiveness of spell-damage based classes. We have removed all of these mults internally.

Once internal testing has been completed, we plan on pushing these changes to Test-copy (and temporarily flagging it as PvP). Once that happens, we’ll update the thread here and ask for y’all to jump over there and help us test the crap out of the changes. We’ll leave it up there for at least a week or two to give time for balance tweaks and such before considering a push to Live.

Our intention is *not* to make any classes unbeatable or make others unable to kill opponents.

However, spell resistances and high STA should be contributing to survival as expected instead of at a greatly reduced effectiveness.

Your feedback is encouraged, and hopefully lots of people will test these changes. In case you missed it, for PvP and Battlegrounds purposes, Spell Resists are now calculated using Stamina (STA), a stat that all classes have some of, and can gain more of, rather than Wisdom (WIS), which due to Stat Consolidation, is now much harder for certain classes to get in any quantity.

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Comments (5)

  • Magson

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    I bought a set of the level 80 PvP armor and tested it out last night. If I was the subject of focused fire from the other side while I didn’t have a healer on me I still went down fast, as I would expect to, but otherwise I couls go toe to toe with any class and I was actually taking down the casters rather quickly while it felt like I was taking minimal damage from them. Brigands kind of sucked to fight, and vs other fighters it was a slugfest, but all in all rather fun.

    The pvp armor bumped my STA to close to 1000. If that’s the stat governing resists, then no wonder I did so well.

    Reply

  • Quesera

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    My husband and our friends played against a group (not even off pvp server) that they were unable to touch. Whatever they threw at them they took no noticeable damage and they have no idea why.

    Reply

  • Caol

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    A much better fix would be to simply reduce mages damage in PVP by 50% (yes thats loads, but its needed). Then they can start to look at classes that have been almost impossible to kill since before TSO, crusaders and healers. It is impossible for anyone to kill these (assuming they know how to play ofc) solo. Crusaders (read SK) need to have their dps seriously nerfed (HT hitting for 20k in pvp???) and healers need to have their power regen dropped by LOADS.

    Reply

  • pete

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    The PvP is is a little off the mark i am not talking about PvE this should be noted!!.I will start with classes of wich i have so it is fair statement i want a fair game not a game where my toons simply anihalte the opposition i want fun not a flesh fest.Zerker my zerkers health spell is OP by 10% other than that there fine .My assasins DPS and deffence is OP and needs reducing for pvp only by 10%.My Dirge needs some love upping defence 20% leaving the dps as it is.My warden runs out of power now and to my amazement faster somtimes than other healers.My templar needs his pvp heals reducing and casting time increased 5%.My sk can kill anything dps reduction of 10% and health gained from leech 20% i healed in the gears of Klackanon for 1.2million.My coercs mezz is to long and needs a 10% reduction and spells reduction of 5% increased mittigation 10% plus a higher chance of resist.My brigands stun is far to long resulting in what i call a none combat kill 40% stun time reduction.My Gaurdian needs loveing increse natural resists 5% and health 1k.My wizzard needs higher damadge on mana sheild 2% and 7% spell reduction.I play all these toon in Battle grounds i have played the game since it started as i stated at the begging of this post i want a fair game where everybody has a chance no just the OP classes.I cant speak for all the other classes i didnt mention as i dont play them so it would be usefull if sombody would post honestly about there classes and what we can do to make the game a good and fair enviroment to play in.

    Reply

  • pete

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    Oh i forgot palladin the master 2 lvl 84 AOE spell Consecrate needs a 5% reduction the Demonstration of Faith spell needs a 20% improved casting time.

    Reply

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