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View Full Version : Resist System Broken?


robusticus
04-06-2006, 05:59 PM
<div>Maybe we're going about it the wrong way... </div><div> </div><div>I've noticed recently the debuff part of Righteousness doesn't seem to be having any kind of impact on DPS any more.</div><div> </div><div>Plus, there is that whole thing with a non-physical AE causing the same amount of damage to everyone in a group.  What is the math on that?  Is it using the tank's resist for everyone, a group wide average, or is the system simply ignoring resist values completely?</div><div> </div><div>Anybody else notice this? </div>

Goejun
04-12-2006, 02:47 PM
For the AE, I have also noticed in raid that my 80% resistance have most of the time the same effect to prevent damages that the  40%  (for example) of another tank.But it seems that my 80% make me completly resist the damage a lot more too.<div></div>

robusticus
04-12-2006, 06:11 PM
<P>When KOS first came out I heard Vaults was bouncing people left and right due to "18K nukes"... by the time I went in there, there were no 18K nukes, just some pretty hilarious scenarios involving fear.</P> <P>I wonder if they changed resists for that sort of thing... you'll also recall the crafted armor when KOS first came out had 0 resists on em.</P> <P>If resists are only spell avoidance and not mitigation, that would explain why righteousness has no effect on lower con mobs (my test case).... they can't avoid anyway so it doesn't matter if I throw the taunt.</P> <P>Pretty significant impact for us so called "resist tanks".</P>