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Old 11/02/06, 2:47 PM   #26
arch
Don Flamenco
 
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Undead Mage
 
Al'Akir (EU)
There's no point in giving mobs resilience, they can be adjusted through stamina values.

Resilience was added to make PvP combat last longer and less reliant on burst, none of which was ever a problem in pve.

Guardian of Fire PvP since 2005!

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Old 11/02/06, 3:19 PM   #27
Cryect
Bald Bull
 
Night Elf Druid
 
Stormreaver
Originally Posted by arch
There's no point in giving mobs resilience, they can be adjusted through stamina values.
So while we are at it.

There's no point in giving mobs resistence, they can be adjusted through stamina values.
There's no point in giving mobs armor, they can be adjusted through stamina values.


They should give mobs resilence because its another variable that can change from mob to mob making the value of crit varying from fight to fight which is a good thing, just like what school of magic is better on a fight varies based on a mobs resistance similar for how well melee/ranged can do based on what you are doing, etc.

I need to do something useless.

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Old 11/02/06, 3:33 PM   #28
Lumi
Don Flamenco
 
Blood Elf Hunter
 
Kil'Jaeden
That's not correct Cryect. There is a method to interact with armor and resistance (expose armor/sunder/ff/coe/cos/trinkets/talents/-res gear). There's no way to interact reslience with current mechanics.

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Old 11/02/06, 3:44 PM   #29
Cryect
Bald Bull
 
Night Elf Druid
 
Stormreaver
Not sure how you make a frost/fire/nature immune mob no longer immune and armor debuffs are always going to be up unlike other gear where you might vary it. The developers are going to assume that all the different armor debuffs except Curse of Recklessness are going to be up and same for CoE and CoS for when they decide the armor/resistance values just as they assume the MT will have a Flask of Titans and that players will be using There doesn't need to be a way to remove resilence it would just be some slight variety is all for bosses.

And in a way there is a way around resilence decrease the amount of Crit you do and increase Atk Pwr or +Dmg instead.

Players shouldn't be min/maxing and expect to be the best then at everything they ever come across. They should have to expect that when they optimize for one thing that for some other fight they will be slightly worst.

I need to do something useless.

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Old 11/02/06, 4:22 PM   #30
Maels
Don Flamenco
 
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Orc Warlock
 
Dethecus
The point is, the effect of resilience can be achieved through other means, namely ones that don't piss people off.

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Old 11/02/06, 6:52 PM   #31
Hypatia
Von Kaiser
 
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Human Warrior
 
Lightbringer
...

Well, then, obviously the other means can't achieve the same effect as resilience. If they did, they'd piss people off just as much, because it would be the *same effect*.

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Old 11/02/06, 8:33 PM   #32
Vhal
Piston Honda
 
Murloc Rogue
 
Tichondrius
Originally Posted by Maels
The point is, the effect of resilience can be achieved through other means, namely ones that don't piss people off.
What, exactly, is so terrible about some mobs handling critical damage differently?

If that pisses you off, I have to assume you've never played a rogue on Shazzrah.

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Old 11/03/06, 5:27 AM   #33
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by Vhal
Originally Posted by Maels
The point is, the effect of resilience can be achieved through other means, namely ones that don't piss people off.
What, exactly, is so terrible about some mobs handling critical damage differently?

If that pisses you off, I have to assume you've never played a rogue on Shazzrah.
Resilience pisses off dagger rogues, since they rely on crits for their damage.

And Shazzrah, well, he pisses off every melee. ;)


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Old 11/03/06, 3:27 PM   #34
arch
Don Flamenco
 
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Undead Mage
 
Al'Akir (EU)
Originally Posted by Cryect
Originally Posted by arch
There's no point in giving mobs resilience, they can be adjusted through stamina values.
So while we are at it.

There's no point in giving mobs resistence, they can be adjusted through stamina values.
There's no point in giving mobs armor, they can be adjusted through stamina values.


They should give mobs resilence because its another variable that can change from mob to mob making the value of crit varying from fight to fight which is a good thing, just like what school of magic is better on a fight varies based on a mobs resistance similar for how well melee/ranged can do based on what you are doing, etc.
Why fix something that isn't broken? Resistances and armor values combined with stamina works great in PvE, and I dont see why it wouldnt keep doing that in TBC.
The only reason I see to add this to mobs would be to make it a bit more even between melee dps and casters as bosses usually have 0 resistances if we don't count the level difference resistances, while they always have armor.

But then again, it's not like armor and the lack of resistances has made casters dominate the damagameters, so I'll say it again, why fix something that isn't broken?

Guardian of Fire PvP since 2005!

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Old 11/03/06, 3:40 PM   #35
Vhal
Piston Honda
 
Murloc Rogue
 
Tichondrius
Originally Posted by arch
Why fix something that isn't broken? Resistances and armor values combined with stamina works great in PvE, and I dont see why it wouldnt keep doing that in TBC.
The only reason I see to add this to mobs would be to make it a bit more even between melee dps and casters as bosses usually have 0 resistances if we don't count the level difference resistances, while they always have armor.
Because it has the potential to emphasis some dps specs over others in various raid encounters.

Not that I really have an opinion one way or the other whether it should happen, but that seems to me to be a blindingly obvious reason why Blizzard might choose to do it.

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Old 11/03/06, 3:40 PM   #36
Mist
Don Flamenco
 
Blood Elf Paladin
 
Shattered Hand
They should give mobs resilience and change expose armor to debuff resilience.

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Old 11/03/06, 5:42 PM   #37
Kody
Don Flamenco
 
Night Elf Rogue
 
Kilrogg
Originally Posted by Mist
They should give mobs resilience and change expose armor to debuff resilience.
Now that's not a bad idea at all. That actually begs the question if there will eventually be "Resilience Penetration" effects added to items, much the same as resistance penetration effects were added.

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Old 11/04/06, 4:25 AM   #38
Zerianne
Von Kaiser
 
Murloc Rogue
 
Illidan
People have noted that weapon skill currently doesn't reduce glancing blow mitigation, and are calling it a bug. If raiding mobs have resilience, and weapon skill countered that, it would give it a scaling use. One that is a lot more sane than the current implementation of +skill, which makes level 45 epics and dire maul blues the best items in the game.

Just something to think about.

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Old 11/04/06, 4:35 AM   #39
Plea
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
I'm already carrying 3 full bags of bop stuff in my inventory and last thing I want is a secondary dps gear.

And again, no mob in the endgame instances have any armor left after our debuffs; makes me think they want us to give the most dps out of our gear.

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Old 11/04/06, 4:53 AM   #40
Zerianne
Von Kaiser
 
Murloc Rogue
 
Illidan
As much as I value the 3-4 bags full of gear I own, I forsee myself vendoring most of it by level 70.

I can't wait to get a rid of my nature resist set.

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Old 11/04/06, 3:51 PM   #41
Mosh
Don Flamenco
 
Undead Warlock
 
Al'Akir (EU)
Originally Posted by Mist
They should give mobs resilience and change expose armor to debuff resilience.
That's a brilliant solution. Net PvE result: Everybody does the same damage, Rogues get an important raid debuff. Net PvP result: Rogues can choose to give up some direct damage in return for making their target suffer more from crits.

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