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Discussion in 'UHall' started by Sweeney, Aug 16, 2009.
This topic came up recently.. why can't this skill be brought back to what it once was?
you man where it literally resisted magic spells and made them do less damage to you at random times when you would resist it? because then EA would be doing something that made sense :/ same reason they haven't created a Pre-AOS shard
Eh let's leave the pre-AoS shard rant out of it.. why was this changed, and what was the reason? I can't see why it helped anything.
I wish it was like before.
And magic reflect was better too.
Magic reflect as well.. but I'd rather stick to one issue at a time. I'm not seeking a rant, just an answer.. I want magic resistance back to what it was.
They made magic resist works like this due to introduction of damage distribution and also with an attempt to stop people relying on trapped pouches in order to combat paralysis. Therefore they increase trapped pouch's damage from 1(preaos) to 20-45 DIRECT damage and stated using trapped pouch (item) to combat paralyze spell (skill) is still allowed but there should be a consequence.
It was DEV's attempt to make sure magic resist stay as a core PvP skill since armor resistance already taken the best part of magic resist out of equation.
But shortly after people found out a bug/exploit of using skill talisman with super lower skill tinker character. And figured out the bugged trap machnism. And it's been like that ever since. Many newb players (not skill-wise, if you started UO after AoS I see you as newb player) think this is actually a feature. And as the game grows, dexers became the majority (due to the easy to play nature) and everyone uses this bug for so long it became some kind of "purposely ignored bug" to DEVs to prevent massive crying situation. I only use magic resist on my mage because it's needed for mage duels (no pot, no items) while all my dexers use a tbox and pick up additional skill to become a highly deadly power on PvP field.
Anyways in short...
DEVs INTENDED trapped box to do 20 to 45 points of direct damage. Players found out a way to get around it by using a low skill crafter and it's even worse than pre-AoS trapped pouches because trapped pouch has 1 charge while trapped box has 5234329405024740935472 charges. DEV came out and stated it wasnt intended... Uhallers went on a riot, and DEVs never mentioned this issue ever again.
AR + Resisting Spell > elements system, but that's just my opinion.
I liked the old Resist too.
Way back when they implemented AoS, I had originally thought they would keep Resist as useful as it was, and have armor resist spell damage ON TOP of what the Spell Resist skill did.
While I was disappointed to see what Spell Resist became, I would say it's also under-rated.
I lost track of the Mysticism design in the SA Focus Group, but in the first few drafts we were shown the Resist skill was very important in...well, resisting Mysticism. I was delighted. But they may have changed this. Poking around in the SA content Board on Stratics right now and I don't see too much about Mysticism. So I don't know.
I'll jump in and agree too. Reflect was fun in a mage 1 on 1 battle. Para, reflect, curse, those spells added to the timing and trying to outsmart or trick your opponent.
This is how I thought it was going to work when they first announced that armor would impact spell damage.
They would calculate base damage of the spell. Then they would take some off for spell resist skill, probably noticeably less than when armor had NO impact, but enough that the skill would still be meaningful. Then they would take off a little more depending on your armor. A few barbed pieces would take off some Corp Por damage; an entire barbed set would take off more than a few pieces would; etc. And you would have to take that into account when you went out to fight things or people. Do you want a suit that resists all kinds of spells, but only a little bit? Or that resists one kind of spell, but really well? In addition to all the other then-new equipment properties.
One of the first post-AoS changes was to make it so that the Spell Resist skill set a "floor" for your resists, that maxxed out at 42. If you have Legendary Resist and you are running around naked, your resists are 42, and that affords you a certain basic level of survivability in low- to middle-end PvM. Makes it easier to run around in a suit with very high luck but crappy resists.
A players' proposal from the time would have made more sense: Your non-Physical Resists would have a cap determined by your Spell Resist skill. So if you had no resist you couldn't get higher than, say, 60. And after that your last 10 points to the cap were "unlocked" by your Spell Resist skill.
At the time I thought this was a better idea than what they did. But now, in retrospect, I'm not so sure. Access to the high-end power scrolls is controlled by the large Felucca Spawn guilds. Allowing scrolls to determine what the resists cap is going to be effectively allows those large spawn guilds to determine the resist caps of almost every character on the shard.
It's too late to do something like, have resist spells give your armor more impact. (Like, say, if you have 120 resist, your 60 energy resist is now 70.) Most higher-end players are already running around with all-70s or close to it.
On the other hand, such a move would provide newer players, in the event that we get any (possible but not likely...much as I think this game will continue for another 10 years I don't think it'll be on the basis of new blood), a way to use characters' skills to get to the resist cap quicker and easier than if they were ONLY doing it through looking for good gear. This plus resist's current advantages could maybe be quite powerful.
But, all this is academic. They aren't going to be changing anything, and if they kept it so that spell resist still has such a major impact on fighting against Mysticism spells, that to my mind makes the skill more than worth having (in combination with the advantages it has already).
I'd rather they use the current style and make it not suck at anything less than 120.
Perhaps .83% chance per skill point to completely resist debuff spells such as mana drain, curse and paralyze and 1/3rd that chance to completely resist the damaging curse spells such as the necro spells, in addition to the reductions the skill already gets.
Before aos resist spell does a spell resist check. If a resist check is successful then all direct damage spell damage is halved. Ebolt would go from 33 to 16. Armor Rating has nothing to do with spell damage. All serious pvper had magic resist skill.
Now everything changed. And resisting skill arent THAT useful unless you have 120. At 119.9 resist you can get para spammed, and at 119.9 you ARE going to get sleep spammed when SA come out. And in case you dont know what that spell does, its basically a paralyze spell that casts as fast as harm, and gives you -45dci while under its effect. The recast time for sleep is 0.75sec, and at 119.9 resist you get slept for 1.00 second... yeaaa resist skill should defintely be made more useful at higher level, not 120 or nothing.
Seems a little overpowered to me, what skill is required to cast sleep(i know mystic i meant level)
I would like to see some change made to resist, ive recently started putting it back on all my chars again because i got fed up of being resource reliant. Still, apart from the para spamming its not really that big of a deal, pots can insta cure all types of poison(especially as most temps run with some amount of EP) and apples pretty much ruined all kinds of debuff...not to mention trap boxes
Id like to make a correction to my post. The casting speed for sleep is actually 1.00 second (about the same as item reuse timer). Sleep is very useful, althought you dont get completely frozen in place, while mounted you can still move around (pretty fast, but definetely a ganking bait), but the real kick is the -45dci, and the fast casting time (1.00s for sleep, 1.50s for paralyze). The reason I like mysticism is many of its spells is directly affected by magic resist. Well you can apple many of them but I am glad to see magic resist once again being useful. Currently consumables makes up 80% of magicresist's functionality.
Some polishments are still needed for mysticism, but IMO it's heading in the right direction.