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Resolve


EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:00 PM | #31
Quote: Originally Posted by Jestunhi View Post
That's not what he said though.

He said that if the leap is talented to a stun then 1 more stun will fill the bar. 1 + 1 = 2!

Of course, it all depends on the length of the stun (as it should).
No. Roots adds no resolve. Leap stun adds 400. You need 1000 to max resolve. 400 + 400 + Anything = 3 stuns.

MPagano's Avatar


MPagano
03.13.2012 , 01:03 PM | #32
Quote: Originally Posted by EternalFinality View Post
No. Roots adds no resolve. Leap stun adds 400. You need 1000 to max resolve. 400 + 400 + Anything = 3 stuns.
I think I was pretty clear in my first post. A 2 second stun from a talented leap (a tank spec, by the way), provides 400 resolve. A 3 second stun after that would create 600 resolve, leaving you at the 1k immunity threshold for another 10 seconds.

EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:03 PM | #33
Quote:
Let's say you have 800 resolve, and you get an 8 second mez (breaks on damage, and you keep the resolve generated). this will put you at 1600 resolve, which provides 16 seconds of immunity. Assuming you aren't damaged at all, you would experience 8 seconds of immunity beyond the mez.
Let's say you have 200 resolve, and you get an 8 second mez, this will put you at 1000 resolve. Now do the math. Barely anything.

Quote:
I think I understand the differences between melee and ranged well enough to refute your point. You think a root on a ranged character doesn't matter? They might be able to put out dps more easily than melee, but they can't defend themselves. A rooted ranged player is dead in the water. Maybe my tiny brain is missing something?
How is a ranged character "unable to defend themselves" when rooted, exactly? You have no idea what you're talking about, do you?

EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:05 PM | #34
Quote: Originally Posted by MPagano View Post
I think I was pretty clear in my first post. A 2 second stun from a talented leap (a tank spec, by the way), provides 400 resolve. A 3 second stun after that would create 600 resolve, leaving you at the 1k immunity threshold for another 10 seconds.
More likely scenario: 2 second leap stun, resolve decays slightly, 3 second stun, 4 second stun.

Resolve is full, but you are dead.

This is extremely common in PvP, for resolve to decay just slightly enough so 2 CC's does not result in 1000 resolve, but 9XX resolve, allowing you to be CC'd a third time.

Karandor's Avatar


Karandor
03.13.2012 , 01:06 PM | #35
The reason people ***** about resolve is smart player know how to use the system to their advantage and bad player blows their CC breaker early or blows all their stuns right away to give a person full resolve while only being stunned for 4s.



Resolve works perfectly and is actually a really good system. I like it a lot.


I think they maybe need to give melees a CC breaker specific to snares though. I'm not 100% on this though because melee characters have the best DPS tools in the game and without any CC ranged are food for melee.

MPagano's Avatar


MPagano
03.13.2012 , 01:07 PM | #36
Quote: Originally Posted by EternalFinality View Post
Let's say you have 200 resolve, and you get an 8 second mez, this will put you at 1000 resolve. Now do the math. Barely anything.



How is a ranged character "unable to defend themselves" when rooted, exactly? You have no idea what you're talking about, do you?
Sure, using your example here, you were just stunned for 1 second (giving the 200 resolve) and now you're mezzed for 8 (giving you an additional 800 for 1k total). So a 1 second stun and an 8 sec mez have made you completely immune for 10 seconds. If you receive NO DAMAGE at all, you'll be mezzed for 8 seconds and immune for 2 after that. If you are damage at all, you break the mez and retain all the immunity remaining on the timer.


Let me try to clarify further. A ranged character tries to deal damage from outside of melee range. When fighting a melee player and the ranged player is rooted, they are unable to kite. Sniper/gunslinger may be able to use the pulse move, but i thought they needed to be entrenched in cover for that. Am I wrong? Do ranged players not kite? Do they welcome melee into melee range?

EternalFinality's Avatar


EternalFinality
03.13.2012 , 01:09 PM | #37
Quote:
Sure, using your example here, you were just stunned for 1 second (giving the 200 resolve) and now you're mezzed for 8 (giving you an additional 800 for 1k total). So a 1 second stun and an 8 sec mez have made you completely immune for 10 seconds. If you receive NO DAMAGE at all, you'll be mezzed for 8 seconds and immune for 2 after that. If you are damage at all, you break the mez and retain all the immunity remaining on the timer.
And there you have it. You have full resolve for TWO SECONDS. Do you not see how fatally flawed the system is? You just got CC'd for 9 seconds and you are immune for 2. What a broken system.

Quote:
Let me try to clarify further. A ranged character tries to deal damage from outside of melee range. When fighting a melee player and the ranged player is rooted, they are unable to kite. Sniper/gunslinger may be able to use the pulse move, but i thought they needed to be entrenched in cover for that. Am I wrong? Do ranged players not kite? Do they welcome melee into melee range?
There are no hunters in this game. There is no dead zone or minimum range. Ranged deals the same damage from melee as they do from ranged. They don't NEED to kite to deal damage either.

indelible's Avatar


indelible
03.13.2012 , 01:11 PM | #38
It baffles me how many of you don't actually understand how resolve works.

I suggest that, before you whine endlessly, you go and do some reading.
War Hero Lythria Azrael - Sith Sorcerer
Bloodworthy EU (2011-2012 <Take Two>)
Tomb of Freedom Nadd EU (2014 <Death Watch>, 2015)

indelible's Avatar


indelible
03.13.2012 , 01:13 PM | #39
Quote: Originally Posted by EternalFinality View Post
And there you have it. You have full resolve for TWO SECONDS. Do you not see how fatally flawed the system is? You just got CC'd for 9 seconds and you are immune for 2. What a broken system.
Wait a second.

You're blaming the system for your shoddy use of your CC breaker?

>.>

Fair enough, sir. Fair enough.
War Hero Lythria Azrael - Sith Sorcerer
Bloodworthy EU (2011-2012 <Take Two>)
Tomb of Freedom Nadd EU (2014 <Death Watch>, 2015)

MPagano's Avatar


MPagano
03.13.2012 , 01:13 PM | #40
Quote: Originally Posted by EternalFinality View Post
More likely scenario: 2 second leap stun, resolve decays slightly, 3 second stun, 4 second stun.

Resolve is full, but you are dead.

This is extremely common in PvP, for resolve to decay just slightly enough so 2 CC's does not result in 1000 resolve, but 9XX resolve, allowing you to be CC'd a third time.


2 second stun generates 400 resolve decaying at 25 resolve per second. Let's say you aren't stunned until the precise moment that the leap stun stops. that's 2 seconds which means you've decayed from 400 resolve to 350. Now you are stunned for 3 seconds which generated 600 resolve and puts you at 950. Let's say they time the stun again to coincide with the end of the previous one. 3 seconds decays 75 resolve putting you at 875 when the 4 second stun hits, generating 1200 resolve and putting you at 2075. You've been stunned for 9 seconds. If you're still alive, you're immune for over 20 seconds.

I agree that this would be frustrating and unlikely that you'd survive 9 seconds of being stunned. However, I still have to wonder where the team is? It's not likely that the stuns are coordinated perfectly, although by considering this we can view an absolute worst case scenario. If your team mates are not controlling the enemy, if they're not healing/tanking you, then I guess you're right- that's a ****** situation. But is that because resolve is busted? And since you aren't breaking CC with the breaker, it must already have been used in the past 2 minutes to take advantage of resolve in anther situation.

Assuming you have a team worth anything, you would come out of the 9 seconds of stun to enjoy a further 16 seconds of cc immunity. Enough time to walk almost half of the huttbal field while snared.

I'm just going to leave that there. Again, I'm not saying anythign one way or the other about the effectiveness of the system, I'm simply painting the picture for others to comment on. Frankly, I don't think this scenario is that absurd in a group setting where you've just used your CC breaker minutes earlier.