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Resistances
Community Manager * Member Since 2013-07-08
posté June 20, 2014, 17:59:22 | #1
Resistances Hello everyone,

Please share here any feedback you may have to share about the new operating way of resistances that you may find on the Beta server.

If you are encountering any bugs, please report them in this section: Here.



Bellaphone Lover * Member Since 2014-04-08
posté June 21, 2014, 03:54:08 | #2
Here's a spreadsheet of some of the numbers the new resist system uses. (Thanks to a whispered crackler for the help! R.I.P. )



Thoughts
1. Players with lower damage will be doing more damage.

Old system: If a player used a spell with 100 base damage, had +400% damage, and hit an enemy with +400% resists, the player would only hit base damage. That's 100 damage against the enemy.

New system: That player will now do 235 damage.

2. Players with higher damage will be doing a little bit less damage.

Old system: If a player used a spell with 100 base damage, had +800% damage, and hit an enemy with +400% resists, the player would do 500 damage.

New system: That player will now do 423 damage.

3. Monsters will hit players a lot harder.

Old system: A player has +100% water resists and fights a blimprat with +90% water damage. The blimprat will do 88 + 86 = 174 damage against the player.

New system: A player has 14% final water resistance. The blimprat will do 284 damage.

4. Resistance-lowering abilities will be less effective.

Old system: Lowering an enemy's resistance by 50% would be like giving every player a +50% elemental damage bonus against that enemy. If you used a spell with 100 base damage, you would do 50 extra damage against an enemy.

New system: Lowering an enemy's resists from 400 points to 350 points would lower the enemy's final resist from 47% to 43%.


Ancient Eradicator * Member Since 2008-06-09
posté June 21, 2014, 04:29:48 | #3
This definitely has level 200 endgame characters and content in mind, and I have to say that it definitely is better than the current system once we get to that point. With this new system, at level 200, offensive-minded characters will hit less but will have more durability whereas defensive-minded characters will hit more but take more damage. The currently linear system penalizes players severely if they want more health or resistance instead of damage, while the new system does not have such severity. Taking more resistance over damage does not have much impact on your damage now.

For those wondering the formula, it is: 1- .85^(resistance score/100) = final resistance


This post has been edited by GodIsWithUs - June 21, 2014, 04:31:38.
Ambitious Crackapult * Member Since 2013-02-17
posté June 21, 2014, 07:37:44 | #4
So you say everyone will hit me more?


This post has been edited by Celay01 - June 21, 2014, 07:38:35.
Happy Miliboowolf * Member Since 2011-09-01
posté June 21, 2014, 13:07:50 | #5
It doesn't seem horrible, but neither does it seem like a change that will actually help a lot of people. the name of the game continues to be that more damage = better. Maximize your damage%, hit things in the face to victory.

Now it just means resistance is less important for players, and less combatable by players (rogue's piercing shot comes to mind, as it's probably one of the most hardest-hit offenses hurt here). Also will reduce the effectiveness of things like fecas Harmor.


Ambitious Crackapult * Member Since 2013-02-17
posté June 21, 2014, 14:00:22 | #6
I think whole resistance things must change for new system. Such as an item should give %5 resist etc. And all spells must change as that. Also we should be more resistant instead of take more damage, everyones problem is damage is so higher than resist at the moment.


Ancient Eradicator * Member Since 2008-06-09
posté June 21, 2014, 14:26:30 | #7

Quote (Celay01 @ 21 June 2014 14:00) *
I think whole resistance things must change for new system. Such as an item should give %5 resist etc. And all spells must change as that. Also we should be more resistant instead of take more damage, everyones problem is damage is so higher than resist at the moment.
Our current resistance will be changed to our resistance score, which dictates our final resistance. So there is no need to change resistance on items since something like +50% resistance on a level 200 shield would mean 5-6% resistance.

Some spells will definitely be changed though since some like piercing shot need a buff in the resistance that is negated by the spell, though not as strong as it would have been prior to this change since it was rather too good.

As for people taking more damage, depending on your current resistance this is true. But, once people get to level 200, which is what the system revolves around, everyone will be more durable since 250%-300% as the lowest resistance for a level 200 offensive-minded with decently runed gear will be easily obtainable and that equates to 33.3%-39.6% final resistance, and the resistance in which the player has mastery will definitely be higher. Of course, Fecas will still be strongly affected since they will no longer reduce monsters to mere base damage.


Speechless Crobak * Member Since 2012-03-06
posté June 21, 2014, 15:28:56 | #8
I like the simpleness of the new res, i don't know how it effects general gameplay but every simplified gameplay is something i like

can i suggest changing block to give 30% final res that shows in stats or are there other plans for it?


Ancient Eradicator * Member Since 2008-06-09
posté June 21, 2014, 15:36:58 | #9

Quote (ThyHolyOverlord @ 21 June 2014 15:28) *
I like the simpleness of the new res, i don't know how it effects general gameplay but every simplified gameplay is something i like

can i suggest changing block to give 30% final res that shows in stats or are there other plans for it?
Dy7 said it will work the way it does now. So with 50% final resistance, block will reduce the remaining 50% damage by 30%, meaning +15% final resistance.


posté June 21, 2014, 15:53:50 | #10

Quote (GodIsWithUs @ 21 June 2014 15:36) *

Quote (ThyHolyOverlord @ 21 June 2014 15:28) *
I like the simpleness of the new res, i don't know how it effects general gameplay but every simplified gameplay is something i like

can i suggest changing block to give 30% final res that shows in stats or are there other plans for it?
Dy7 said it will work the way it does now. So with 50% final resistance, block will reduce the remaining 50% damage by 30%, meaning +15% final resistance.


-Rizarealm 


Speechless Crobak * Member Since 2012-03-06
posté June 21, 2014, 16:11:43 | #11

Quote (GodIsWithUs @ 21 June 2014 15:36) *

Quote (ThyHolyOverlord @ 21 June 2014 15:28) *
I like the simpleness of the new res, i don't know how it effects general gameplay but every simplified gameplay is something i like

can i suggest changing block to give 30% final res that shows in stats or are there other plans for it?
Dy7 said it will work the way it does now. So with 50% final resistance, block will reduce the remaining 50% damage by 30%, meaning +15% final resistance.
Hmmnm sound fair, blocking remaining dmg is fine.


posté June 21, 2014, 18:30:03 | #12

Quote (Celay01 @ 21 June 2014 07:37) *
So you say everyone will hit me more?
No because Provocation is still imperfect. If you want perfection see "Perfect Armor".

-Rizarealm 


Overweighted Chafer * Member Since 2011-05-30
posté June 22, 2014, 00:18:01 | #13
Oh god no!
I hate this system

Please stop making this game more similar to dofus


This post has been edited by Matt5150 - June 22, 2014, 00:19:18.
Grizzled Dandelion * Member Since 2009-09-23
posté July 24, 2014, 02:07:32 | #14
i hope this doesn't make the dizzy affect of Pandawas useless.


Speechless Crobak * Member Since 2012-03-06
posté August 02, 2014, 14:46:38 | #15
i noticed when you play the tutorial you still cant dmg the mob in the "elemental quest" with earth spells while the mob has 14% earth res.

Please raise the bunnies res to 100% final, otherwise the tutorial would be wrong.


Short Strich * Member Since 2011-03-03
posté August 20, 2014, 17:38:42 | #16
Piercing Shot really is an outliner; but with the Resistance change it is a good time to take a look over the spell and change its functionally instead of trying to endlessly tune it between OP and underwhelming.

How about making it actually pierce the mob and do % based damage to the cell directly behind it. Or as an alternative;a 'V' shaped shrapnel You wouldn't even need to change the scale that much; 50% damage at level 100 and 100% damage at 200.

In regards to other shots; It would be more accurate than Blam! which can still be used for that awkward flanking. If it had a V shape; it wouldn't step on Cross Shots toes because it is liner; and it would still have longer range than Pulsar or Machine Gun.