mob damage type

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mob damage type

Postby Dunnerholl » Fri Sep 25, 2009 6:25 pm

any idea how to find out about this?

i get no you get hit for 8(-1) or something from mobs testing different resistances on live. just from some if i sit and let them hit me i get such a (-x) but i dont know where that comes from :(
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Re: mob damage type

Postby Dunnerholl » Fri Sep 25, 2009 6:41 pm

ok it seems to me that natural resists are either too low or not applied. when i wear armor i get some (-x) but seems not a lot are thrust based mobs so far
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Re: mob damage type

Postby Tolakram » Fri Sep 25, 2009 7:05 pm

I've never liked the resist calculations. They seem wrong and the scaling seems off. I've never been able to come up with a rational fix for them.
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Re: mob damage type

Postby Dunnerholl » Fri Sep 25, 2009 7:27 pm

I've never liked the resist calculations. They seem wrong and the scaling seems off. I've never been able to come up with a rational fix for them.
sorry still talking about pendragon.

im aiming at implementing resists and damagetypes for a few mobs and draw some conclusions
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Re: mob damage type

Postby Kakuri » Fri Sep 25, 2009 8:22 pm

Race resists for melee damage types are trivially small - mostly 2-3%. Even the resists for other damage types are only 5%. If you're getting hit for 8 damage, resists need to be in excess of 15% to even show a blip.

Try to find something that hits you for at least 100 damage to test resists.

Regarding DOL's resists system, some players tell me that there are two tiers of resists on live. If you have 20% tier1 and 10% tier2, in DOL you end up with 30% resists. On live (supposedly), you end up with:
Tier1 resists: 100 dmg minus 20% = 90 dmg
Tier2 resists: 90dmg minus 10% = 81 dmg

In DOL this would simply be 100 dmg minus 30% = 70 dmg.
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Re: mob damage type

Postby Dunnerholl » Fri Sep 25, 2009 8:25 pm

Race resists for melee damage types are trivially small - mostly 2-3%. Even the resists for other damage types are only 5%. If you're getting hit for 8 damage, resists need to be in excess of 15% to even show a blip.

Try to find something that hits you for at least 100 damage to test resists.

Regarding DOL's resists system, some players tell me that there are two tiers of resists on live. If you have 20% tier1 and 10% tier2, in DOL you end up with 30% resists. On live (supposedly), you end up with:
Tier1 resists: 100 dmg minus 20% = 90 dmg
Tier2 resists: 90dmg minus 10% = 81 dmg

In DOL this would simply be 100 dmg minus 30% = 70 dmg.
its hard to make a lvl 3 mob hit u for 100 :) even when i was sitting :)

my current goal of investigation is lvl 1-4 :)
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Re: mob damage type

Postby Dunnerholl » Fri Sep 25, 2009 8:26 pm

and yes resists have tiers that are applied multiplicatively if such word exists dmg*res1*res2

there are at least 2 if not 3 tiers

one i know for sure is that buffed resists are tier2 and item resists tier 1
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Re: mob damage type

Postby Sand » Sat Sep 26, 2009 1:51 pm

I thought there was just 2 tiers but not 100% on that, such as I am not sure how heavy tank resists factor in (think they might fall in the tier1 though).

According to http://www.camelotherald.com/news/news_ ... oryid=1125 race , armor and item resists and resists from buffs is tier1. Tier2 is realm abilities (such as avoidance of magic).

One is applied to total damage, then the second is applied to the remaining damage.

Say a mob is going to hit you for 100. And you have 50% tier1 resist, 20% tier2, the mob will hit you for, 40(-60). Your tier 1 resists reduce damage by 50, the tier 2 reduces it by another 10 rather than 20, if it was additive.

Edit: Kakuri already had it right above.
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