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Posted

As I understood it status resistance cap is ~10,000%.

Was there a change at some point to:

Status Effect Resistance

Maximum

Players have a hard status resistance cap of 10,001.01%, which translates to 0.99% mez duration in the Combat Attributes Window. Because player status resistance buffs do not generally exceed 216.25% (for example, Accelerate Metabolism), it is unlikely that the cap will ever be reached in normal gameplay.

This was changed in Issue 13; previously, the cap was 100% resistance, resulting in 50% duration. The change was in part due to the change to status protection in PvP, necessitating a higher resistance cap.

Note that the resistance cap for both Placate and Taunt remains at 100%, even after I13.

 

This appears to conflict with current dev understanding:

22 hours ago, Captain Powerhouse said:

There was no intentional nerf to the MoG mez/knock protections. Will look into what's going there as soon as I can but note that player KB resistance cap is 99%. Repel resistance cap is 100%. 

 

Having anything above 100% is not just overkill, but certainly a typo from someone years ago thinking 100 in a spreadsheet meant 100%.

 

MoG still gets players to the cap, making any protection over mag 1 only meaningful while facing irresistible auto-hit knockback (i specify autohit due to the high defense the power provides).

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted (edited)

The figure you quote from the wiki is talking about status effects like Holds and Stuns which are resisted by duration, meaning resistance shortens the amount of time it can affect you. In the quote from Captain Powerhouse she's talking about Repel and Knockback, which are resisted by strength, which means resistance weakens the magnitude of the effect. There's no conflict, they're just talking about subtly different things.

Edited by Vanden
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Posted

Bro went off about some undocumented nerf that he didn't realize had no functional impact to gameplay and now he's scrambling around trying to dig up anything he can to justify his rant instead of just saying "oops, my bad."

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Posted (edited)
4 hours ago, Galactiman said:

Bro went off about some undocumented nerf that he didn't realize had no functional impact to gameplay and now he's scrambling around trying to dig up anything he can to justify his rant instead of just saying "oops, my bad."

 

uh.. I don't think you know what you are talking about. Almost everything you stated is incorrect, but hey, way to put yourself out there.

 

If you re-read the OP I am asking if there was a change,

I stated my understanding which it turns out there may be some nuance.

I was also careful not to say a dev was wrong but that there appeared to be conflicting information.

 

Edited by Troo
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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

Thanks @Vanden

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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Posted
6 hours ago, Vanden said:

The figure you quote from the wiki is talking about status effects like Holds and Stuns which are resisted by duration, meaning resistance shortens the amount of time it can affect you. In the quote from Captain Powerhouse she's talking about Repel and Knockback, which are resisted by strength, which means resistance weakens the magnitude of the effect. There's no conflict, they're just talking about subtly different things.

 

Basically, all of this, there is some minutia wrong but its irrelevant.

 

Point is some effects are resisted by duration, others by magnitude. The ones resisted by duration can have a 10k res cap as resistance follows a different formula than the magnitude based effects.

 

Magnitude based effects are generally hard or soft capped at 100%, even if there is no hard cap to those effects, you are not able to resist the magnitude of anything beyond 100% as that turns the magnitude into negative values. 

 

Almost nothing that can be resisted by magnitude can reach 100% resistance. Some entity classes or stats have exceptions. For players, Repel is one such exception, as players can become 100% resistant to repel. 

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image.png.d7263abb5a7dafd50165ec7e6c2c94dd.png

 

Posted
7 hours ago, Galactiman said:

Bro went off about some undocumented nerf that he didn't realize had no functional impact to gameplay and now he's scrambling around trying to dig up anything he can to justify his rant instead of just saying "oops, my bad."

Heh. That’s not going off.  If you need a rant I can give you a great example…

 

need to stretch first, get comfortable 

image.gif.d07b53066fbd831f30bac03f61109a14.gif

 

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