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Spell Resists/Partial Damage calculations
Posted: Sun Mar 03, 2013 4:40 pm
by Vaion
After the next reboot you all will notice more partial damage being applied when casting spells. There was a miscalculation in the code that allowed spells to always hit for full damage past level 50.
NPC resists are going to play a larger roll in the calculation of the partial damage now with the fix in place. Some adjustments may happen to NPC resists over the next week or so as feedback is given.
Just giving you all a heads up =)
Re: Spell Resists/Partial Damage calculations
Posted: Mon Mar 04, 2013 1:39 pm
by Stickybuds
Will this effect procs too? Some procs use "real" spells, real in that other classes can cast them, such as Lure of Ro or whatever. But some are proc only spells, that have no level.
BTW this is good news! nice catch!
Re: Spell Resists/Partial Damage calculations
Posted: Mon Mar 04, 2013 3:54 pm
by Vaion
Stickybuds wrote:Will this effect procs too? Some procs use "real" spells, real in that other classes can cast them, such as Lure of Ro or whatever. But some are proc only spells, that have no level.
Yes it affects procs. It wasn't an issue with the spell level, more so with the level of the caster. It affects all forms of spells, procs, casted, cast proced (Cast on fade, cast on hit, etc).
Re: Spell Resists/Partial Damage calculations
Posted: Mon Mar 04, 2013 4:01 pm
by Deadspirit
Was there a possibility that these changes have affected the melee code?
I have noticed my avoidance is down on Rogue.
For the 15 mins that I played this morning I got smacked down hardcore by mobs I tanked easily last week.
Specifically Nightwatch in Zek.
I don't have enough information to know if I was unlucky or if there were changes.
Re: Spell Resists/Partial Damage calculations
Posted: Mon Mar 04, 2013 4:08 pm
by Vaion
Deadspirit wrote:Was there a possibility that these changes have affected the melee code?
I have noticed my avoidance is down on Rogue.
For the 15 mins that I played this morning I got smacked down hardcore by mobs I tanked easily last week.
Specifically Nightwatch in Zek.
I don't have enough information to know if I was unlucky or if there were changes.
Nope, they didnt play into melee code at all. It was a simple swapping of two variables that got mixed up when someone was writing out the EQLive resist system. Nothing more.
Re: Spell Resists/Partial Damage calculations
Posted: Mon Mar 04, 2013 4:09 pm
by Deadspirit
Thanks, dude.
You're awesome.
Re: Spell Resists/Partial Damage calculations
Posted: Tue Mar 05, 2013 1:24 am
by bishbash
According to #mystats my MR is 705 +80 and trying to run through TOV is rather annoying with a 2min 30sec immobilising earth root sticking quite often on me. I didnt get much past the NTOV door before I stopped moving from some trash mob casting Immobilising Earth.
Unsure if this is from the recent patch but trash mobs rooting me hasnt been a problem before apart from toons that had weak gear/aa.
Re: Spell Resists/Partial Damage calculations
Posted: Tue Mar 05, 2013 1:35 am
by Vaion
Ill check it out and see what's up. It's probably just a higher chek that is being applied on roots. Should be simple enough to figure out

Re: Spell Resists/Partial Damage calculations
Posted: Tue Mar 05, 2013 1:57 am
by bishbash
You are the best. Sleep is for the weak!

Re: Spell Resists/Partial Damage calculations
Posted: Tue Mar 05, 2013 2:22 am
by Bohbo
I can attest to how annoying the new root resists are being.
Did you know that the first island knights in Wind cast a root?
Plus every boss in VP has some kind of add / pet at the start of fights that now loves to root me on the pull!
Definitely something up, thanks for taking care of it Vaion.