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Varangarian
12-07-2006, 05:50 AM
Since the Warhammer TT rarely has any elemental resist gear (like resist fire) I'm hoping WAR wont have much or any either.

I feel this way since Bright Mages do only fire damage, it would be very easy to make a anti-Bright mage toon with +resist fire. I know the TT with the sole exception of Dragon Princes doesn't give anyone reistance or immunity to elemental damage, I hope they keep this up.

Anaris
12-07-2006, 06:15 AM
Let's say I spec for fire resistance.

Then let's say I bump into a Life mage.

I'm a little bit screwed, aren't I.

Tailoring a character to take down one specific foe doesn't work very well for PvP, unless you're the only two players online in the whole world.

That said, the resists appear to be working on a different system. Check the WAR stats thread in the General forum.

Ken
12-07-2006, 07:43 AM
I feel this way since Bright Mages do only fire damage, it would be very easy to make a anti-Bright mage toon with +resist fire.

Just to point out, Anaris. He said Anti-Bright Wizard toon, so of course the resist wouldn't be effective against a Life Mage. But what if Bright Wizards were the only toon he had trouble against in PvP due to his playing style? Meaning Life Mages are a challenge, but not exactly on the "omg im dead/almost dead" list. Assuming Bright Wizards are only getting fire spells, they'd be screwed if they fought someone with a bunch of +fire resist. Depending on how much resist they put in the game will determine how well that fight goes...

With a lot of classes only having one or two schools of magic so far, I really don't see them going for magic resist gear.

But yea I kind of hope there aren't any resists either... I dunno if DAoC had resist gear or not.

Anaris
12-07-2006, 08:46 AM
Let me elaborate. A general pvp set contains a mix of bonuses optimised for your playing style. Trade off all those bonuses for resists in one school, and your playing style suffers - you end up gaining in ability to take down a bright wizard, and losing out on the ability to take down anything else. So when you wander out thinking "bright wizards are all I have trouble with", you will get slaughtered as you find out that you can't get fire resistance and everything else you need.

Also, I doubt we're going to see major sets of resist gear or anything, because of the Warhammer IP and the limited availability within it of magic items.

Varangarian
12-07-2006, 12:09 PM
If you went all out on fire resist gear I'd imagine your ability to fight other classes would suffer, but if resists were common enough on gear that was viable otherwise I think every destruction player would try to stack fire resist as best they could with out cutting into their stats/dmg/armor to much because for now Bright Mages are the magic dps of Order. Although I'm sure this will change with elf high mages coming about, but I imagine they to will have a few fire spells so with elf high mages haveing a couple fire based spells, empire being all fire based = stack on the fire resist. Its just smart pvp. In WoW I threw on all the extra shadow resist I could on my warrior with out losing to much stat wise simply because Warlocks were so devestating.

Anyways I really don't think Mythic would do this since it doesn't stay true to the Warhammer lore at all, and it just seems to linear for WAR's style.

Anaris
12-07-2006, 12:50 PM
I tried a resist spec in WoW.

I got destroyed.

Also, warlocks suck.

Lord Semaj
12-11-2006, 01:23 AM
Resists... no need for them in Warhammer anyway. Tanks should just get to use their natural Toughness.

At best, I'd consider the invulnerability save making an appearance. Maybe certain spells or abilities allow Invulnerability to apply where others do not. Or if it's too complex to have two types of resistance, just Toughness reduces magic damage as well. Resists can get pretty crazy when there's only about four or five primary casters, and may even give the engineers the edge doing ranged physical damage.

Vervayne
12-11-2006, 12:00 PM
As armor acts as a 'melee resist', in the same way magic resists help against magic damage. Engineers will have melee damage, in which case armor will act as a resist to that just as it would damage with a sword.

I like resists. It makes the game more complex and adds to the number and types of components you need to consider when gearing up your character. If one side has one main type of magic damage, such as fire, maybe the resists should be more specific, like they help reduce one type of fire damage, but not another. I don't know how well that would work without understanding the specifics of the Bright Wizard class, but I'm sure there will be more than one kind of magic damage you need resists for. There's typically a cap to resists as well, and so you may resist more spells or have less damage done to you than w/out the resists, but it isn't going to completely protect you.

Jacina
12-18-2006, 04:26 AM
Problem is balancing resists... WoW is a bad example, every class could deal multiple types of damage, if you went for high fire resistance they just switched (or a highly talented fire mage would burn your arse off anyway)

It doesn't sound like a Bright Wiz could switch, thus having resists in the manner of WoW or daoc would just be unfair.

In daoc you couldn't switch resistances at all, however a "high level armor template" was sure to have 26% resists (thats 26% flat damage reduction) to all spell damage types... add the 24% buff you'd usually get in high end PvP and nukers were looking at 50% resists... that sucked for casters, who then turned to debuffnuking -> one caster debuffs your resists by 50% (yes so if you weren't buffed you were seriously SOL) and the others assist on you....

So either the brightwizard will be able to debuff nuke (making resists unavoidable, cause letting em nuke into no resists when debuffing would seriously hurt) or won't and could be gimped... IF there are resists.

Without resists it would be easier to balance imo... you'd get exactly xxx damage from the wizard and could balance around that :P

Commentaris
12-18-2006, 06:04 AM
IF there are resists.

Without resists it would be easier to balance imo... you'd get exactly xxx damage from the wizard and could balance around that :P

atm there are resists. check out Garthilks 'stats' thread. he lists 3 or 4 resist as they are in the game as it currently is

Anaris
12-21-2006, 03:00 PM
they're based around physical magic, mental magic and so forth - types rather than elements, iirc.

Aweraw
12-26-2006, 03:38 PM
Problem is balancing resists... WoW is a bad example, every class could deal multiple types of damage, if you went for high fire resistance they just switched (or a highly talented fire mage would burn your arse off anyway)

It doesn't sound like a Bright Wiz could switch, thus having resists in the manner of WoW or daoc would just be unfair.

In daoc you couldn't switch resistances at all, however a "high level armor template" was sure to have 26% resists (thats 26% flat damage reduction) to all spell damage types... add the 24% buff you'd usually get in high end PvP and nukers were looking at 50% resists... that sucked for casters, who then turned to debuffnuking -> one caster debuffs your resists by 50% (yes so if you weren't buffed you were seriously SOL) and the others assist on you....

So either the brightwizard will be able to debuff nuke (making resists unavoidable, cause letting em nuke into no resists when debuffing would seriously hurt) or won't and could be gimped... IF there are resists.

Without resists it would be easier to balance imo... you'd get exactly xxx damage from the wizard and could balance around that :P


First off, usually the buffs ranged from 0-24% depending what setup the group ran, 50% isnt the most usual. Depending on realm, you would rather see 26% or 42%..

Secondly, any caster worth crap had a 10% reduction to enemy resist.

Also just a note for other, daoc resist is a reduction in damage/duration of spells and doesnt make the spell "miss".

Secondly, the debuff nuking is actually a good example of small things that made coordination and teamwork important in daoc (the duration of the debuffs is typically in the 4-8 second range, so the casters can to cast on same target at the same time).

Glacierlily
01-05-2007, 01:52 AM
Secondly, the debuff nuking is actually a good example of small things that made coordination and teamwork important in daoc (the duration of the debuffs is typically in the 4-8 second range, so the casters can to cast on same target at the same time).

And most of them did it without vent or ts. *Insert old-timer monologue about having to walk 50 miles in the snow, uphill, both ways.* Anyway, DAOC's resist system makes more sense when played, imho. AoE dmg debuff boiling cloud then aoe steaming wind - extra potent blasts - like tossing gasoline on your target before the boom.

But yea I kind of hope there aren't any resists either... I dunno if DAoC had resist gear or not.

Daoc had resists but it was for types of physical damage and magic schools. IE, Chain armor is weak to thrusting/piercing, plate is weak to crushing, cloth is weak to slashing... you'd be adding resistance to crushing damage along with magic. If you were making your armor template you'd order it tailored to the resists you wanted... if you got any at all... I only added resists if my base stats were capped.

Resistances weren't a big deal, it only took off a small portion of the pain... it didn't make your opponent miss their target. There weren't many magic items in WAR so maybe you'll see some sort of physical damage resist on armor... kind of like reinforcing it. A wizard's padded cloth armor kept the scratches off more so than their usual stylish dresses. Though if he gets cleaved by a two hand sword I doubt the resistance is going to help much. I'm thinking there might be something like that if they stay similar to DAOC in the pvp resists dept... if not... it won't matter.

Daneomatic
01-06-2007, 09:35 AM
Resists are currently planned, and one is fire wind resistance.

http://www.warhammeronline.com/english/community/grabBag/grabBag_july.php
Q: How will the Eight Winds of Magic work in WAR?

A: In the interests of game balance, playability, and so forth, the current plan (according to Big Steve Marvin, Lead System Designer) is that "…they will be used as magic resistances. Every spell will have a wind type, and the target's resists for that wind will help protect them from damage."

Bright Wizard looks like a candidate for Fire and Light perhaps.
(Descriptions of the eight winds of magic)
http://boards.kingdomofheroes.com/dcboard.php?az=printer_friendly&forum=18&topic_id=60&mesg_id=61

-Dane

Nishlec
01-12-2007, 05:34 PM
I sure hope they don't mess it up with magic and damage mitigation :/. In Warhammer most damage spells are classed as magic missiles, and they get reduced by armor by default.
Spells that ignore armor say so specifically, and should be balanced accordingly. I'll be very angry/disappointed if Mythic choses to ignore that most spells are mitigated by armor, cause that would be a serious heresy against the Warhammer IP. Besides, stating that it would be hard to balance a game around spells being mitigated by armor is bs, cause Games Workshop has done it successfully. Warhammer already has THE best magic system I know of, and I'd hate it if they didn't use it as much as possible.

Ruinx
01-16-2007, 02:54 PM
I sure hope they don't mess it up with magic and damage mitigation :/. In Warhammer most damage spells are classed as magic missiles, and they get reduced by armor by default.
Spells that ignore armor say so specifically, and should be balanced accordingly. I'll be very angry/disappointed if Mythic choses to ignore that most spells are mitigated by armor, cause that would be a serious heresy against the Warhammer IP. Besides, stating that it would be hard to balance a game around spells being mitigated by armor is bs, cause Games Workshop has done it successfully. Warhammer already has THE best magic system I know of, and I'd hate it if they didn't use it as much as possible.

Honestly, I feel what you're saying, but I doubt we'll see armour reducing spell damage, simply because Mythic have already stated and shown that they're going to have eight "magic resist" stats. Unless those are tied to armour, of course, I guess that could work.

Jhayden
01-23-2007, 09:34 AM
Oh man, I hope we can have same faction duels, so I can duel Bright Wizards with my Dragon Prince (yes they'll have them. Don't crush my dreams) and be completely immune to everything he has to send at me. :D

Daneomatic
01-27-2007, 09:47 AM
Honestly, I feel what you're saying, but I doubt we'll see armour reducing spell damage, simply because Mythic have already stated and shown that they're going to have eight "magic resist" stats. Unless those are tied to armour, of course, I guess that could work.

Maybe, but DAOC did have caster bolts get reduced by armor...didn't they? I can vaguely remember bolts being physical, and all other spells hitting resists. Whatever those cooldown big meteor-like casts were.-Dane

Ruinx
01-29-2007, 01:06 PM
Maybe, but DAOC did have caster bolts get reduced by armor...didn't they? I can vaguely remember bolts being physical, and all other spells hitting resists. Whatever those cooldown big meteor-like casts were.-Dane

Yeah, in DAoC bolts are reduced by armour, and can also be partially blocked by shields, I think this is in addition to being affected by resists, which would certainly indicate why it stinks to bolt well-geared shield-tanks.

Scion
03-14-2007, 10:29 PM
Oh man, I hope we can have same faction duels, so I can duel Bright Wizards with my Dragon Prince (yes they'll have them. Don't crush my dreams) and be completely immune to everything he has to send at me. :D

Cant stop a flaming sword! Take away the flame and it's still pointy and sharp, ahaa. And I dont think they'll have classes that can completely shrug off anything, that would imbalance the game, plus why would you need an Order class who laughs at flames? :p

Welll from a Wizard's point of view I dont mind if they have resists, just as long as I have debuffs, or at least something to negate it. 30% max though, regardless of natural resistances or armor bonuses and whatever, since DoT's would be useless against a tank with spell resistances and a target pointed at the nuker.

someguysteve
03-14-2007, 11:01 PM
I'd prefer that resists reduce spell damage and not make you miss. Its a little disheartening to use your great spell with a 5 minute cool down and have it do nothing at all. Missing is fine, but I hate standing there trying to hurt a guy and only having a couple spells hit.

Sekt
03-22-2007, 07:40 PM
It still won't save you in the long run. The less ability you have because of your lacking stats the shorter your lifespan will be. You will never be able to have 90%+ resisting ability, and even if you had 50% that is PER spell (at least in WoW) not in general. Meaning there would be a 50% chance you would resist it or get scorched. Plus the fact that most casters in other MMOs have the ability to make their spells less likely to be resisted.