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The problem with Resist and how to fix it

AuthorMessage
Delver
Mar 10, 2015
257
Hello fellow wizards and witches. There are few topics as heavily splitting the community as resist. With the promised gear audit by Kingsisle, I wanted to reopen the discussion, and outline why resist is a problem and how we can fix it.

Why it’s a problem?

The main reason has to do with the fact that 1% dmg is not equal to 1% resist. The closer an individual comes to reaching 100% the exponentially less the %dmg has in comparison. The result that in a meta based game, all individuals are stacking resist, which fundamentally limits all pvp and pve as kings isles are forced to build around this idea. To force a meta change for the health of the game, we need to break this down.

1) Instead of using % based damage, we should be using value based damage. Eg: 300 damage hit, you have a hit rating of 200, your damage is now +500, and the enemy has 200 resist rating, your damage is 300. Although this may seem comparable to resist as it is now, defence ratings would never be able to scale as high they exist now.

Here is how it would work.

1) offensive schools: instead of adding %, would now add 200 offensive power to blades and would scale with dmg
2) hybrid schools: get a additive formula, blades give both defensive and offensive rating.
3) defensive schools: opposite of offensive, blades give defensive rating and scale with defence.

The mathematic equations would be:

1) [A- spells damage] + [x1 + x2 + x3 (gear blades etc)] * multi for crit
2) [ [[drating of spell + [d1 + d2 + d3] + [Orating + x1 + x2+ x3]]] * multi for crit
3) [A spells defensive rating] + [d1+ d2+ d3]

Offensive schools are: fire, storm, and myth
Hybrid schools are: balance, death
Defensive schools: ice and life

How does game keep track of calculation?

Each school would have charge gage. For each one of the three school types different actions charge it.

1) doing damage and getting hit: will increase a charge
2) buffing others and debuffing enemies, some from getting hit
3) healing others, shielding others, or taking damage.

One charge: +10 rating. Two: +10% pierce, three: +100 rating, 4; etc

The game now becomes about balancing your charachter charges based of school identity.

The effect on the meta?

1) punishment for loosing tempo. Doing actions that are opposite to your class identity would build a slow the gage similar to shadow spell ‘likes’. It makes the game more about skill then being a punching bag

2) it works well with the current limit functions, which would make them more meaningful as currently all classes can get to 150% dmg, but storm and fire still lack HP. This is still true as written in my post “critical changes ruin pvp”

I know this suggestion may be hard to understand for those who do not understand limit functions etc. But it will be a lot more clear with the second half of this post. I will reply to my own post, I need to do the math to make sure the changes I propose for all reworked spells make sense. But feel free to respond anyway

Delver
Mar 10, 2015
257
Post continued. Here is a list of changes needed from kingsisle to make this work

1) net reduction of HP of all enemies in game by 25%, and power pip chance reduction around 15%
2) make the changes to all spells outlined bellow

Main Sets

1)
Water Works / gear:

Defensive: +45 D/rating, +5 O/rate, +150 Health. +5% PP chance Crit rate multi of 0.75 O, 1.3 D, 0.5 S
Offensive: +55 O/rating, +30 HP, + 5% PP chance. Crit rate mult of 0.75 D, 1.3 O, 0.5 S
Hybrid: 20 + 20 D/O rating, +75 HP, + 5% PP chance. Crit rate of 1, 1, 1 ODS

All gear bellow water works shall be made stitch only outside of listed exceptions.

Celestia set: water works set -45% in stats

2) Winter Tusk Crafted Set/ gear

Defensive: +20 D/rate + 25 O/ rate. + 30 HP, +10% pp chance. Crit rate of 1.3, 0.75, 0.5
Offensive: 30 O rating, +20 D/ rating, +10% pp chance. Crit rate of 0.75 O, 1.3 0, 0.5 S
Hybrid: 5 + 5 D/O rate. + 300 HP. + 5% PP chance. Crit rate of 0.75, 0.75, 0.75

3) Upper zigzag/ gear

1) + 70 D/R, +15 O/R. +90 HP. + 6% PP chance. Crit rate of 1.45 D, 0.60 O+ S
2) +70 O/R + 15 D/R + 45 Hp, + 6PP + 1% pierce. Crit rate of 1.45 O, 0.6 D+ S
3) 40+ 40 D+O/R, + 70 HP, +6PP. Crit rate of 1.45 S, 0.6 O+ D

4) malistare / malistare undying

…level 50 malistare stats are half of the lvl 100 set. But the stats remain identical

1) +100 D/R. + 120 HP. + 1% pierce, + 4% PP chance. Crit rate of 1.13 for all D,S,O
2) +100 O/R + 75 HP. +3% pierce, + 4% PP chance. Crit rate of 1.13 for all D,S,O
3) 50 + 50 D+O /R. + 120 HP. + 1% pierce. Crit rate of 1.13 for all D,S,O

5) Dragoon / Vanguard

Like malistare undying + 30%. Vanguard is a 10% on malistare undying

6) Uber gear [unique]

1) + 10 D/R, 120 O/R. + 4% pierce, + 6% PP. Gage likes inverted. +80 HP
2) +10 O/R, 120 D/R. + 1% stun resist, + 6% PP. gage likes inverted. +140 HP
3) + 40+ 40 O + D/ R. + 2% pierce, +2% stun resist. + 6 PP. gage likes inverts. + 100 Hp

The purpose of Uber gear is a flip on school identity because the aborent paradox is our polar opposite. Offensive schools become defensive and in reverse

7) Wizard scholar set. Level 1-49 gear levels with you. Every 10 level is upgraded auto

Like malistare gear -30% / 4 brackets. This gear is here so that kingsisle does not need to remake 7000+ items.

Gages

Offensive Gages: likes blades, traps, doing damage, taking damage /4. Hates healing and shields.
Defensive gages: like taking damage, shields, d bubbles, d auras. Hates doing damage, healing.
Hybrid: likes buffing and debuffing, taking damage. Hates everything else

Gage stages:

1) + 30 rating
2) +55 rating
3) + 25% stun resist
4) 30% mana blade -aka like dragon blade
5) + 30% shield

Cycle resets.

Blades: - BLADES NO LONGER STACK, They Add.

Defensive : + 250 D rating
Offensive: + 250 O rating
Hybrid: +100+100.

Limit function.

For all schools limit function is designed to prevent blades from hyper stacking. First blade always gives 100% value. The second gives 50%, third 25%, fourth 12.5% of the value. Aka 3 blades would be 200+100+50. Giving you a total of 350+ damage rating. If an enemy has 100 defence rating you would do 250. A spell doing 500 now does 750.

Enchants reworked.

Enchants now give a % based increase.
tough 1% - epic =6%.
… aka a 6% enchant on our previous example does not make the damage crazy.

Realistic example:

Ice wizard has 7000 Hp. Has 700 D rating. Versus storm with 4500 Hp + 700% O rating. Their relative values are now 1:1 or 0 for 0. Aka it is now a matter of skill not gear. Ice has advantage in HP, storm has advance through quicker offence gage filling as defensive schools can not hit to fill gage. Shielding can fill gage but can not break pvp as offensive schools have pierce. It now becomes a game of who can be smarter.

Pros:
1) skill based combat no gear Importance
2) gear still rewards effort
3) fixes all balance in game.

Cons:
1) the PVE community will want to burn by head on the pyre, until they try it and like it

… do you agree? I am going to eat salt for this post, but what ever. Let’s discuss it.