#23 Added by Eruv 1 decade ago Report | Quote
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#24 Added by Hevlaska 1 decade ago Report | Quote
Edited 4 times | Last edited by Hevlaska (1 decade ago)
#25 Added by Icus 1 decade ago Report | Quote
1. First off - to do 1500 dmg in pvp you need a dual missile with time credit - the max you actually can do without time credit is a 250/225 spell.
2. WE ARE NOT TALKING ABOUT ABSORB -> NOT ABSORB IS NOT BUGGED, BUT RESIST IS !
Resist can bypass the given Limit of 275 wich is around 30% chance to RESIST a spell. ( pay attention im still not talking about absorb ) and if you equip enough jewels to get a total of 304 RESISTANCE (wich the client will not show you ) in one domain, it equals a 80+% chance to RESIST the spell according to that domain. Jungle = Elec / Desert = fire... etc ( did you get it now ... ?). now if you want you can add one 50% chance to ABSORB wich will cute the remaining 20% of the spells average damage by half. so the remaining AVERAGE damage equls 150.so 304 resist = 80% chance to totally get NO DAMAGE from a spell( i am still not talking about ABSORB, i hope you got that now)so 1500 damage x 0,2 ( the remaining chance to hit ) x 0,5 ( an absorb for that spell wich you can see on the right ) x 10 (to show you that you need more than one cast in order to see the AVERAGE damage done) casts / 10 (in order to get the average damage PER SPELL ill divide it by 10 again= 150 ( average damage per spell)1500 x 0,8 x 0,2 x 10 /10 = 150
#26 Added by Casy 1 decade ago Report | Quote
Casy (atys)You can not get "80-90%" resistance vs elemental magic. You are wrong.your post shows that you have clue what you re talking about. Try it first before you write anything.I tried it and i confirm it does work. [...]
You can not get "80-90%" resistance vs elemental magic.
#27 Added by Xatokar 1 decade ago Report | Quote
#28 Added by Tizona 1 decade ago Report | Quote
Edited 3 times | Last edited by Tizona (1 decade ago)
#29 Added by Nuno 1 decade ago Report | Quote
#30 Added by Auriga 1 decade ago Report | Quote
Edited 2 times | Last edited by Auriga (1 decade ago)
#31 Added by Nuno 1 decade ago Report | Quote
Only that this bug is known by GMs / Devs doesn`t make it a secret Ryzom feature, what kind of ridiculous argumentation is that. The server bypasses the values that are shown as maximum in the client, this actually is a bug, was a bug and will always be a bug, no matter if it`s known or how you want to call it. ... get serious
#32 Added by Auriga 1 decade ago Report | Quote
#33 Added by Nuno 1 decade ago Report | Quote
Sounds like you`re obviously using this bug on puprose and you seem to enjoy it, because it gives you an advantage over those who don`t know about it.This is simply not fair towards players who don`t know about this bug and who dont use it because of that.You can be considered as a "happy buguser" who doesn`t want to give up on his exploited achievement.However i do think the normal resistances do work pretty well, even without exceeding the given values. I do have a normal set of jewels for pvp and i think they are more than enough. I have also seen those over resistance jewels in action and my opinion is that this bug makes it pointless to use magic against a target with such high resistances. And yes, im not the only one who thinks like that.
#34 Added by Xatokar 1 decade ago Report | Quote
#35 Added by Daomei 1 decade ago Report | Quote
Last edited by Daomei (1 decade ago)
#36 Added by Virg 1 decade ago Report | Quote
#37 Added by Nuno 1 decade ago Report | Quote
Nuno, one can defend that bug as a feature
, but those who know the code know as well that a) it was not introduced intentionally to provide balance, but is a side effect from insufficient coding, and b) that it could be fixed.
I further on cannot buy the argument that this exploit is necessary or even helpful for balance. On contrary, it favors those guilds and alliances who collect most of the boss nails, spines etc. in question. Once more, PvP is getting more hierarchical, disadvantaging newcomers, and thus less interesting.
In case of the "horror scenario" that "packs of mages" could do what launchers do nowadays, this only would change tactics, probably allowing for more interesting and dynamic PvP, e.g. with dagger virtuosos incapacitating those pack by interruption and stun. Btw. such ele groups were still a perfect target for launchers. Ok, not my business, just for the record.
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