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  1. #1
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    Default PRR/MRR Scaling = Easy Solution?

    We're designed to be able to take down mobs with tens/hundreds of thousands of hit points, so we're given enough damage to do so. Throw us in a PvP pit, and now a spell/melee attack that hits for 2-3k damage (which would be less than 1% of the HP of some end game bosses) is now hitting players for ~300-400% of their HP.

    Soooo... why not just give all players in PvP zones something like 90-95% physical/magical damage reduction? Now, instead of everyone dying in 10 seconds, we can have ACTUAL PvP warzones, where everyone is capable of surviving for 5-10 minutes, stays alive long enough to be healed and continue fighting, and we're all basically equivalent to purple named bosses?

    Am I crazy or would this make PvP insanely fun?

  2. #2
    The Hatchery Enoach's Avatar
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    This interesting thought about PvP and the fact that the PvE abilities we have don't translate well.

    In order to survive Physical attacks a player would need 250+ PRR just to reduce the damage to 1/2 their HP.

    Now MRR is a little different. You can utilize Spell Absorption and if you are in a Bar Fight they will reset every 60 seconds.

  3. #3
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    What I'm saying is how hard can it be to throw in the code to make it so that players in PvP areas either A) take 90-95% reduced damage, or B) gain the equivalent PRR/MRR to achieve the same result?

  4. #4
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    You would also need 90%-95% less healing and negative healing and repair healing.
    My main server is Khyber. Have toons in almost every server for favor purposes. The Faltouts

  5. #5
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Magixxxx View Post
    We're designed to be able to take down mobs with tens/hundreds of thousands of hit points, so we're given enough damage to do so. Throw us in a PvP pit, and now a spell/melee attack that hits for 2-3k damage (which would be less than 1% of the HP of some end game bosses) is now hitting players for ~300-400% of their HP.

    Soooo... why not just give all players in PvP zones something like 90-95% physical/magical damage reduction? Now, instead of everyone dying in 10 seconds, we can have ACTUAL PvP warzones, where everyone is capable of surviving for 5-10 minutes, stays alive long enough to be healed and continue fighting, and we're all basically equivalent to purple named bosses?

    Am I crazy or would this make PvP insanely fun?
    I was hoping this was a thread on the insane prr/dr on the mummy in "search&rescue" oh well, there is a simple solution to your problem, deactivate the pvp funcion in the game, D&D is a pve game not pvp.
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  6. #6
    Community Member Chai's Avatar
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    There are other factors which would need to be considered.

    Example: The ability to go from 1% HP to 100% HP in the time it takes for one quickened spell to be cast would be OP.
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013 (when concurrency was ~4x what it is today)

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