Resists: Still a Problem
- Itslovelol
- Game Master
- Posts: 218
- Location: Germany
Re: Resists: Still a Problem
Cause if you want a fix for it provide me a research that this is not working like it should be. It's not my job to research things.
Former Developer
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- Posts: 971
Re: Resists: Still a Problem
True, but it's so obviously broken you hardly even need to research it. At the pvp hit cap, you should only have a 1% chance to miss on classes that don't have an +x% chance for spells to miss talent. However, as others have confirmed, you still miss constantly. Now, we read in patch notes that Henhouse had fixed this. But I question if that's truly the case. It's not unheard of where fixes put in do not entirely handle the issue at hand. (Remember all the BS associated with the Starter NPC with the preset talents?) All we're asking is you look at it.
Last time I was online my warlock, I would see resists on at LEAST 1 / 5 spells I cast on people, pets, totems, etc constantly.
Playing on my shaman, several frost shocks I cast are resisted, back to back, followed by a resist on earthbind totem. But no no no no, you're right. That's totally working as it should...
Please just examine the code, instead of getting defensive. We're not attacking your ability to code, but the code that's already in place.
Last time I was online my warlock, I would see resists on at LEAST 1 / 5 spells I cast on people, pets, totems, etc constantly.
Playing on my shaman, several frost shocks I cast are resisted, back to back, followed by a resist on earthbind totem. But no no no no, you're right. That's totally working as it should...
Please just examine the code, instead of getting defensive. We're not attacking your ability to code, but the code that's already in place.
Re: Resists: Still a Problem
Maybe the 1% miss chance has a typo and says 11% here. Wouldn't surprise me.Itslovelol wrote:Do research, otherwise no fix.
There's no more trusted observer than someone who suspects you.
Re: Resists: Still a Problem
Since literally anybody playing a caster on this server is aware of the problem and how it SHOULD be working, I'd say the research on our part is done, I've made 3 posts to date about this problem and it's still a problem, I've posted all the info I could possibly give about it. What research are you implying we do? Also what the fuck kind of answer is that from a GM? "Yeah, that's definitely a problem, but we're not gonna look into it, you go ahead and when you find out how to fix it, we'll work on it." Why report a bug if the staff doesn't give a shit?
Apuclevercow wrote:The main question is, who is viacaris ?
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- Posts: 971
Re: Resists: Still a Problem
Well, people could just leave, like I have. I'm sick of repeating myself to deaf ears. I'd have better luck having a chat with a brick wall. Research my ass, we have... Nothing comes out of it. How many years did we bitch about this issue before it was even looked at, and it only got worse? Vic, forget it... You're wasting your time, we all are.Vicarious wrote:Since literally anybody playing a caster on this server is aware of the problem and how it SHOULD be working, I'd say the research on our part is done, I've made 3 posts to date about this problem and it's still a problem, I've posted all the info I could possibly give about it. What research are you implying we do? Also what the fuck kind of answer is that from a GM? "Yeah, that's definitely a problem, but we're not gonna look into it, you go ahead and when you find out how to fix it, we'll work on it." Why report a bug if the staff doesn't give a shit?
I'm beginning to think the only way you'll ever see change on SF, is if you cost them money or a playerbase. As long as the population is enough to pop BGs and/or arena, they have no reason to listen.
Re: Resists: Still a Problem
I think what he means is bring him some numbers, so he'd at least know what to look for in the code. Not to bring him proof that something is wrong. And I believe he's right to ask for that. The code is way more complex than to simply search for 'hit', and see if it's alright.
Bug test it, and bring forth some statistics.
Bug test it, and bring forth some statistics.
Balls, Cube, Deems, Google [Bot]
Re: Resists: Still a Problem
What Cube said. Do some math, numbers and it can be looked into. You can't just assume he can go ctrl + f "spell hit" and write "fix" on it.
Balls, Cube, Deems, Google [Bot]
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- Posts: 971
Re: Resists: Still a Problem
Pretty sure people have done that at some point, man. This is hardly new. Iirc, didn't our old dev do this and stand by the fact it was 1% even when we'd see resist after resist after resist in a row? For all we know, it could be the RNG code that's fucking up. I never meant to imply the code was simplistic in any way, I know better after just producing source code for the shaman templates, which still, managed to fuck up repeatedly. Not that I'm a pro at code, I'll be to the first to deny that. Just agreeing to the fact the code is never as simplistic as we'd hope it to be.Cube wrote:I think what he means is bring him some numbers, so he'd at least know what to look for in the code. Not to bring him proof that something is wrong. And I believe he's right to ask for that. The code is way more complex than to simply search for 'hit', and see if it's alright.
Bug test it, and bring forth some statistics.
I hope someone will step up to produce some figures then, because as it stands, it's better to play melee right now to avoid the issues.
Peace
-Spidercow out
Re: Resists: Still a Problem
At my sp im spell hit capped for pvp ( 4% ), 59 spell penetration and still in just one short duel 4 of my spells got resistedWacco wrote:Maybe the 1% miss chance has a typo and says 11% here. Wouldn't surprise me.Itslovelol wrote:Do research, otherwise no fix.
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