Bug with resistance debuffs
Resistance debuffs are resisted by the amount of damage resistance you have. Let's say you have 70% resistance, and someone hits you with a -30% res debuff. You'll resist 70% of that so that 30% will be more like 9%. Additionally if you have resists past your cap you'll need to be debuffed below your cap before those debuffs start to add to your damage (let's say you had 85% resistance and a cap of 75%, if you had 5% resistance debuff your resists would still be 75%, capped from 80%).
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
But 200% resited at 80% is still 40% which should be 40 something not 60 something.
If we had a no DR, no PvP bonus resists options this might be okay, but this system (DR and TS off), bugged or not is less fun than pure i13 rules, gimped as they may be.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
Resistance debuffs always worked like that. That's why defenders were >>> corruptors before unresisted debuff nerf.
And you don't get hit by a straight -200. You get hit by several different -20s or -30s, which are all resisted. They each add on to whatever they debuff though.
So if you have 90% resistance (capped at 75%) and get hit by a resisted resistance debuff that brings you down to say 85%, you're still capped at 75%. Then you get hit by another debuff which then debuffs your 85% to say 78%. The second debuff does more because it's less resisted (90% vs 85%). So each debuff after that will debuff for more. So you have to stack a retarded amount of resisted resistance debuffs to lower a target's resistance to a relatively low level.
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Resistance debuffs always worked like that. That's why defenders were >>> corruptors before unresisted debuff nerf.
And you don't get hit by a straight -200. You get hit by several different -20s or -30s, which are all resisted. They each add on to whatever they debuff though.
So if you have 90% resistance (capped at 75%) and get hit by a resisted resistance debuff that brings you down to say 85%, you're still capped at 75%. Then you get hit by another debuff which then debuffs your 85% to say 78%. The second debuff does more because it's less resisted (90% vs 85%). So each debuff after that will debuff for more. So you have to stack a retarded amount of resisted resistance debuffs to lower a target's resistance to a relatively low level.
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Those numbers make sense and all ingame to what you get... but why does it work like that? Maybe try to get this changed to like at the very least a poertion of it unresisted (so say enervating field does -20 res, make it -10% unresistable and 10% resisted)
at least then it would be more viable to use in a lineup... or just make it all unresisted so we could run 5 son/rad corrs....
Unresisted stuff went byebye in I13. Although I have heard TA's debuffs are still unresisted, I can't confirm this.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I'm really bummed about the mechanics of i14 PvP and frankly am enjoying zones but find Test PvP to be a chore. Back to the drawing board next week I guess...
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
now is this the way that res will resist res debuffs in the game all the time or just in pvp.....cause i swear that my elec armor brutes res seemed like the were just subtracted from by longbow nuillifers -res.
I would either remove all unresisted elements from the game or put back in the old unresisted damages of blasters and unresisted debuffs of defenders
I second that. But I doubt it will happen, not any time soon at least.
I say they just keep test separate from live entirely, Revert test 2 back to I 12 they can keep Test 1 for what ever but give us test 2 with I12 on it. I dont see any harm in that, I know it wont happen but man it would be nice.
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now is this the way that res will resist res debuffs in the game all the time or just in pvp.....cause i swear that my elec armor brutes res seemed like the were just subtracted from by longbow nuillifers -res.
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Until very recently the sonic grenades from Longbow were unresistible.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
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Those numbers make sense and all ingame to what you get... but why does it work like that? Maybe try to get this changed to like at the very least a poertion of it unresisted (so say enervating field does -20 res, make it -10% unresistable and 10% resisted)
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Why change THAT? Are you serious?
Why not simply REMOVE the retardedly INSANE amount of "pvp passive +res" which most toons get? Why does a damn squishy need more "passive" resistance than a Tanker or Brute who's "running" all his shields!?! The pvp "passive" resistances are what the problem is there, and they have been screwing up pvp since they implimented them.
They need vastly reduced, or removed altogether, they're ridiculous.
^^this
preachin to the choir.... im just trying to give the devs excuses for more bad ideas
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Those numbers make sense and all ingame to what you get... but why does it work like that? Maybe try to get this changed to like at the very least a poertion of it unresisted (so say enervating field does -20 res, make it -10% unresistable and 10% resisted)
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Why change THAT? Are you serious?
Why not simply REMOVE the retardedly INSANE amount of "pvp passive +res" which most toons get? Why does a damn squishy need more "passive" resistance than a Tanker or Brute who's "running" all his shields!?! The pvp "passive" resistances are what the problem is there, and they have been screwing up pvp since they implimented them.
They need vastly reduced, or removed altogether, they're ridiculous.
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Because apparently the devs decided that every AT needed to do roughly the same amount of damage and have roughly the same amount of HP, but since they can't change HP based on your zone they decided to go in and add retarded base resists to the squishies.
For gods sake, why even have different ATs in PvP?
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
because my corr should be able to stand still and fight a scrapper toe to toe with out buffs d and debuffs thats why. that jumping around and multi tasking primary and secondary stuff is way too hard. zomg scrappers are OPed and my poor corr speced for support keeps getting killed by them
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frankly am enjoying zones but find Test PvP to be a chore.
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Sounds like you are slowly learning the ultimate path of the CoH PvP'er
Even with all the stupid crap, RV on Infinity has more people (granted mostly tanks vs stalkers, but still) than prior so we get a good group running a few nights a week.
I also got some replies back from the GMs saying QA is looking to see if there is in fact a real bug here, curious I am to see the results.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
I petitioned this in game as did a few other dUmbies. We're on test testing alternate lineups and we've found that with both "No diminishing returns" and the epic shield on a squishie has a resist of 82% or so, which caps to 75%. This part is working as intended.
What is not is resistance debuffs. They still suffer from DR even with DR off. the same toon with 200+% of resistance debuffs (multiple freezing rains, etc.) still has 65% resistance to all. This kills a storm or sonic or alternate debuff based disruption team. Has anyone else seen this as well?
It works apparently as intended with DR on (both RES and debuffs are diminished. and seems to work close to normal without the epic shield on.
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit