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Full Version: Elemental Resistance 2.0
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So, here's your bi-monthly installment of "elemental resistance is unfair", and it's even worse now.

Base resistance acts as a percent reduction. Elemental resistance acts as a percent reduction again. Magic Armor flatly reduces the damage. I'm not exactly certain which order all of this is applied in, but no matter which order it's a fair amount of reduction.

Tack onto that how magic has been gutted in the new system. You need varied stats for both your casting tool and elemental damage scaling, which penalizes people who try to get around elemental resistances. Then, if your casting tool has an unmatching damage type, the damage is further decreased.

Even Charge Mind is pathetic now that Resistance reduces damage by a percentage. Magic still needs some major overhauling, and honestly, the best way to go about it is to start treating it like regular Autohits. Remember how everyone was complaining about how you could resist Blunt, Pierce, and Slash all at once with Drowned Woman install? We need some of that.

Also potentially nerfing Elemental Resist gear across the board, and making elemental resist act in a new and interesting way. Make it, for all intents and purposes, add to Resistance for elemental damage, scaling included.

Discuss?
yeah its kind of ridiculous (dark resist is just too damn high right now)

tried to play a void assassin with maxed out dark attack, couldn't hurt anyone with voidgates, blackbolt, or detogate.
That's mostly because 90% of the people on beta are vampires.
That's mostly SANCT = Free Resists.