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Resists

Discussions related to Vanguard: Saga of Heroes.

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Xinux
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Re: Resists
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Post by Xinux » Mon May 02, 2016 3:38 pm

I'm only seeing partially resisted in the text i have yet to find a miss.
resist.JPG
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Ratief
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Re: Resists
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Post by Ratief » Mon May 02, 2016 3:42 pm

It looks like you are looking at pota stuff though, I would be surprised if a toon in there would be missing much as they would have high accuracy. It might be better to look at one of the lower level soloing logs.

In any event, we can make toons miss. We don't have to follow what SOE did (and we probably can't completely follow it). Having a chance to actually miss would give accuracy a real use.
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Ratief
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Re: Resists
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Post by Ratief » Mon May 02, 2016 4:02 pm

[quote="Ratief"]It looks like you are looking at pota stuff though, I would be surprised if a toon in there would be missing much as they would have high accuracy. It might be better to look at one of the lower level soloing logs were the toon doesn't have a lot of buffs.

In any event, we can make toons miss. We don't have to follow what SOE did (and we probably can't completely follow it). Having a chance to actually miss would give accuracy a real use.[/quote]
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Apaelias
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Re: Resists
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Post by Apaelias » Mon May 02, 2016 4:16 pm

I recall a lot of the higher level raid and group mobs partially resisting a lot of my spells as a Sorcerer. For instance, on Arachnadon nearly every single spell was partially resisted. I can also recall never really hitting him very hard with my big nukes/burn, but I believe that is to be expected with higher level mobs than you.
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Ratief
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Re: Resists
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Post by Ratief » Mon May 02, 2016 4:19 pm

Arachnadon was also specifically a melee mob and casters weren't meant to do much damage. I believe that they did that by giving it very high resistance or spell mit. That makes me wonder if spell mit resulted in a partial resist message or just reduced damage. A partial resist message would be comfusing (but match the logs) as it would be the same message as a partial resist from the mobs resist values.
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Xinux
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Re: Resists
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Post by Xinux » Mon May 02, 2016 4:53 pm

Now i know why i wasn't seeing any miss text probably it is handled by the action in this packet.

viewtopic.php?f=16&t=1996&p=18240&hilit=hit_type#p18240
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elcapitan
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Re: Resists
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Post by elcapitan » Mon May 02, 2016 8:42 pm

[quote="shargash"]I'm pretty sure resistability varied by class as well. My main was a Psi, and it was very, very rare for any of my spells to be outright resisted, especially my non-damage ones. That includes raids where I was casting on boss mobs well above my level. On the other hand, my sorc (lvl 50) used to get resisted with some frequency. I vaguely recall some discussion on the boards fairly early in Vanguard that the devs had upped resists for sorcerers to tone them down somewhat. I do not recall that my druid or necro (40-somethings) got resisted very often either, so maybe it was just sorcs.[/quote]

as in sorcerer's resisting more incoming spells?

remember the spell types too.
sorc main focus was fire/ice/arcane
psi was arcane/physical/mental

not only for their attacks but their resist buffs

fire/ice/arcane might have been the most common abilities by mobs of telon, though it all depends on the zone and what mobs you were fighting and what they use.
mobs themselves, used certain attacks and had their certain resist, usually based on what beast type they were most likely.

also sorcerer's had the 2 spell wards (nullifying and reflective), which guaranteed a complete resist.

the difference would be more noticeable when they dont share buffs between each other / soloing
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shargash
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Re: Resists
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Post by shargash » Tue May 03, 2016 12:21 pm

[quote="elcapitan"]as in sorcerer's resisting more incoming spells?[/quote]

No, as in the mobs resisting more of the sorcerer's damage spells.

BTW, I have the majority of my combat logs from VG's launch to very near the end. I even have some from beta. Since I played a lot of characters (50-some that were at least level 30), I can probably reconstruct typical logs for most caster classes. I did very little raiding, and my highest level caster was only 51, so this is mainly ordinary solo/group casting on normal mobs. It will be some work to sort through them all, but I'm willing if anyone is interested.
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elcapitan
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Re: Resists
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Post by elcapitan » Wed May 04, 2016 1:39 am

[quote="shargash"][quote="elcapitan"]as in sorcerer's resisting more incoming spells?[/quote]

No, as in the mobs resisting more of the sorcerer's damage spells.

BTW, I have the majority of my combat logs from VG's launch to very near the end. I even have some from beta. Since I played a lot of characters (50-some that were at least level 30), I can probably reconstruct typical logs for most caster classes. I did very little raiding, and my highest level caster was only 51, so this is mainly ordinary solo/group casting on normal mobs. It will be some work to sort through them all, but I'm willing if anyone is interested.[/quote]

It would be interesting to have details of the characteristics of the mob/NPCs types of Telon.

As I mentioned, even normal NPCs vary a lot on their abilities and their resists. Even their races.
Such as Ettercap type, I remember they were weak to either Fire or Arcane where some classes could exploit that weakness.
Or the flying Eyeball with tentacles (forgot their beast name)[not the APW boss btw], think they resisted Fire or Arcane (i might be mixed up).

This is a mechanic I loved about vanguard, one's encounter was never the same.
Last edited by elcapitan on Thu May 05, 2016 5:14 am, edited 1 time in total.
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shargash
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Re: Resists
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Post by shargash » Wed May 04, 2016 11:01 am

In addition to resists, there were the mobs healed by damage. As a Psi, most of my damage spells were physical, and there were a fair number of mobs that were healed by physical (most of the scaled dogs, frex). Grrr. I used to hate that. I didn't have as many options for damage types as a sorc.
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