Development Cycle Archive
Thread: Publish 9.3 Feedback thread... DECREASED STARPORT TIMES, Poison resists, etc.
Message Edited by BrainMandinga on 08-10-2004 01:37 PM
huan_the_destroyer wrote:
i don't know about that.
the chest is completely covered and so are the arms.
i've been grinding for a week and haven't taken FULL damage once.
i don't even think are feet get hit!
surely in all that time i'd take full damage?
I've seen it many times... your Health bar will take a big hit. However, if you have an uber buff... you may not notice for long (depending on the mob).
Earymi wrote:
Thunderheart wrote:
No. It means no matter how good or bad any particular poison or disease is, there will always be a 5% of being affected or a 5% chance of resisting. In other words, there will be no 100% all-of-the-time absolutes.
Um, maybe I'm just being dense today, but what's the other 90% chance? If there's a 5% chance of being affected and a 5% chance of resisting, then there's a 90% chance of what?
They are two different things:
5% chance of being affected = 95% chance of resisting
5% chance of resisting = 95% chance of being affected
Therefore, you look at it from what side you are on. For CM's there is always between a 5 and 95% chance of hitting. For their targets, there is always between a 5 and 95% chance of resisting...
Earymi wrote:
Thunderheart wrote:
No. It means no matter how good or bad any particular poison or disease is, there will always be a 5% of being affected or a 5% chance of resisting. In other words, there will be no 100% all-of-the-time absolutes.
Um, maybe I'm just being dense today, but what's the other 90% chance? If there's a 5% chance of being affected and a 5% chance of resisting, then there's a 90% chance of what?
Lets say someone makes the worst poison in the world and is innoculated by a doctor with the best anti-poison buff pack ever. No matter how horrible the poison is, it will still have a 5% chance of hitting.
Now, lets say the CM makes the best poison ever, with insanely high potency, and they use it against someone who is unprotected. They still have a 5% chance they can miss.
No matter what, you always have a 5% chance you will miss or hit. The other 90% is determined by the potency of the poison/disease.
Message Edited by Utess on 08-10-2004 01:37 PM
BrainMandinga wrote:While I agree with you on some of it, I will still disagree that we should have that much lower of an encumberance. Our helmet is integrated into our chest plate which should really be 2 pieces of armor rather than one piece of armor. No, we don't have boots, or bicep protection. I still don't see what the gripe is. Again, I see people who can get no more than 2 pieces of Comp on them without being buffed. At original values, I could get all my hunting armor on without buffs. Barely, but could do it. So no, despite your argument of the fact that it doesn't have 100% coverage, it wasn't fair the way it was. This way is considerably more fair. And yes we will have some armor holes, and we will still be the brunt of some beatings, but our encumberance raised, is still lower than good Comp armor.If you really want to get into the mix of things with this, we are getting the effectiveness with the garbage resources (at least on Tarq) that are available right now. With greatly improved resources, I am sure that those values will be able to be lowered to a point which is once again lower than average.However, we will still have to wait on the Combat Revamp to see how it affects our species as well as that of others. People often forget about the other people in the game and what one thing does to affect the rest of the community. This type of thought is very egocentric and leads to a lot of problems with regard to balance issues, and causes nerfs that many of us don't understand and can't understand unless we are truly in that position. Again, I have been a wookiee since day 1, and my other characters that I have made, have not owned armor, so I can't fully compare it. I just know that as a Master Doc, I get to see what my human guild members go through to get their good armor on themselves, cause I buff them into their armor. To be 100% realistic, few people go out hunting without buffs anymore anyway, and decent buffs more than compensate for the encumberance that the armor has anyway. You are speculating on a future that is months away and is going to have to take into account a great deal more things than just buff values versus wookiee armor encumberance.Had to edit out the no leggings part...lol. Sometimes work gets my mind off the track of what is really important.On another note, I love these heated debates...lol. They are sooo much fun.Message Edited by BrainMandinga on 08-10-2004 01:37 PM
problem with the resources is that wood already has a cap on its stats. oq or sr, cant remember. again, if our secondary caps werent ridiculously low i would not complain about encumbrance.
Message Edited by BrainMandinga on 08-10-2004 01:48 PM
BrainMandinga wrote:What we need here is an armorsmith's data on their best comp armor and best wookiee armor put side by side and compared. Then we could see how the encumberances stack up. After that we would have to see how the armor holes in a good steady amount of combat to compare just how much more advantage the extra coverage of the comp armor has. From there, we can scientifically figure out if we are getting bent over with this update on encumberance or not.Either way doesn't matter too much to me. It is better than the ceremonial armor (which I rarely wore), which was better than the wookiee smock, which means despite the encumberance issues, it could very well pull my furry butt out of a sling when needed!What we are truly arguing here is if we feel it is fair or not. I feel it is fair, you don't. And unless there is scientific evidnece to the contrary of either of us, then I guess we are both left with our arguments on the matter. Personally, I would rather deal with the little extra encumberance than have to deal with the Wookiees are too powerful whines while we get owned in PvP...lol.Happy trails my wookiee brother, and best of luck to you in your fight to lower the encumberance a bit. I know I won't complain if it happens.Just so you know, I like things difficult for the purpose of the challenge. If I didn't, I wouldn't be an Imperial Colonel as a wookiee...lol.Message Edited by BrainMandinga on 08-10-2004 01:48 PM
/bow
i will settle for a stat cap removal on all species
Thunderheart wrote:No. It means no matter how good or bad any particular poison or disease is, there will always be a 5% of being affected or a 5% chance of resisting. In other words, there will be no 100% all-of-the-time absolutes.
KingLuka wrote:Combat: The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.
Does this mean, no matter how good or bad of a resist buff I make, the end result will only be 5%? Just a little clarification, please.
Does this include DoT weapons as well? Some crappy DoT's actually have a less that 5% potency rating, does this mean that the lowerbound regardless of weapon is 5% potency?
Earymi wrote:
Thunderheart wrote:
No. It means no matter how good or bad any particular poison or disease is, there will always be a 5% of being affected or a 5% chance of resisting. In other words, there will be no 100% all-of-the-time absolutes.
Um, maybe I'm just being dense today, but what's the other 90% chance? If there's a 5% chance of being affected and a 5% chance of resisting, then there's a 90% chance of what?
The other 90% is where the actual poison/disease stats, and the stats on the Doc crafted resists come into play.
They way I'm taking it, is that everyone is naturally 5% able to resist, sort of like natural immunity or antibody to the disease/poison. The 5% affecting is like being in a room of people with the flu, you have a chance of getting it.
Least...i think that's what it means