This worked quite differently, up until a certain point (iirc it was 40%) it worked additively like any other resistance but if you exceeded that the returns diminished, albeit they were still stronger than multiplicative calculation would be (even if you say additive until 40% then multiplicative it would have been less reduction than it was). Sword/2hand etc resistances worked as we all know them and was treated as a seperate bonus, so regardless what else you had in terms of skill res etc you took 60% less dmg with 60% resistance etc, nothing new here I can't give you an exact formula here as it was impossible to get it but it went like this: Magic resistance was split into PvM (Meley) and PvP, for Meley it worked completely additively like we know resistances, meaning with the 100% magic res you could get you'd take 0 dmg from the ranged mages. So just as a reminder on how it was on WoM:
Thank you and I'm eager to see what you have to say, What do you think? Do you have any other suggestion that would require a minimum rework of how the mechanincs work (it wouldn't be the best idea to rework every single bonus and value)? With only one bonus that needs to be balanced, our work would be much easier and probably yours as well. I'm personally inclined to go for the second. we remove Skill Resistance and Class Resistance and we keep only the Weapon Resistances). anything over 60% Sword Resistance would not work)ĭisabling some resistances and keep only one usable in PvP (f.e. Serverul a avut deschiderea oficiala pe Metin2 Top 100, 200 Server, Metin2 Private Server, Metin2 Servers. maxim : 99 Puncte status: 90 Tip server: PVM Easy Rate: obiecte: 100, yang: 500, exp: 1500 Ultima evolutie este beta. There are a few approaches we could take that are also future proof: Metin2 Top 100, 200 Server, Metin2 Private Server, Metin2 Servers. The easiest and laziest approach would be to remove some of the resistance: 5% from there, 10% from there and get somehow under 100% total possible resistance, BUT what will happen when we'll need to introduce a better equipment? I'll tell you, it won't be possible. As you imagine, the damage in a fully defended character is almost null. Right now, we're having almost 140% resistance (in PvP) without counting the Energy bonus. As you imagine, this does make a hell out of balancing and it's not future proof. Right now you have three different resistances that can be stacked onto each other (Weapon Resistance - sword, two hands etc Skill Resistance Class Resistance - warrior res., ninja res., etc). It might be one of the few features that weren't designed for the future (or at least that's how it looks). I want to discuss with you about a not so well known issue from Metin2 - the huge number of resistances. When we first announced the server, we promised that we did it so early so we can build something together - you have a voice that is being listened.