View Full Version : Resist Petrify
Urteil
07-04-2011, 12:01 PM
Does this gear actually do anything, is it broken?
This would be a very quick question I'm sure they could answer in a matter of minutes.
As it stands the spell break has no partial resists, and from testing in Diorama being under the influence of heavy DoT Bio/Poison doesn't break the spell.
The spell is fine and all but it would seem that resistance gear to this particular spell has little to no effect.
This will apply both to encounters with other players and monsters.
Not to mention I have resistance builds for when dealing with mobs that are known to spam gaze attacks, or have enpetrify themselves.
Can the dev's please be asked about the state of this? It seems like wearing the resistance build vs not has little to no effect.
Kimble
07-04-2011, 12:11 PM
I notice it procs fairly well when im on RDM. esp at 75 cap when we would do dyna - bastok.
RabidSquirrel
07-05-2011, 08:49 AM
I don't know the answer to your question but I can say additional earth resistance can do wonders on resisting petrify (the spell, not a TP attack that inflicts it).
Urthdigger
07-05-2011, 09:10 AM
It should be noted that "Resist Petrify" won't make it take no effect. That's earth resistance. Resist Petrify lowers the duration. Though, like with normal elemental resistance, I get the feeling most things players fight have enough magic accuracy that you need plenty of resistance gear to really make a difference.
Urteil
07-05-2011, 10:13 AM
Resist petrify doesn't reduce the duration tested over many consecutive casts.
Urthdigger
07-05-2011, 11:15 AM
How much resist petrify were you using?
Neisan_Quetz
07-05-2011, 11:22 AM
Resist traits from gear are generally lackluster but are believed to function similar to the resist traits, albeit at a reduced scale. According to lolwiki resist traits increase the chance of partially resisting the status effect so GL on those many consecutive casts!
Urteil
07-05-2011, 12:31 PM
Two +3 Earrings, Apathy Gorget, and Killer Shortbow, and Flawless Ribbon.
This would total to the amount of +9.
The reason why I see us having such tiny numerical values, but them being a "big deal" on items that say "Resist" as follows:
In my possession I have a Tower Shield with Shield mastery +2 (Tier II), when equipping this to my DRK/RDM for testing purposes and to facilitate some blocking, upon every successful block I gain extra 3TP.
2TP for the initial Trait.
1TP for the bonus from Shield Mastery II.
So in essence, a Darkness earring with resist petrify +3 = Resist Petrify III, giving you whatever the initial tier for the trait, and then adding cumulatively towards a common goal of resisting that status.
Problem: We have no what the base values and increments are.
Plausible Theory: Resistance traits not gained as job traits, but from gear act cumulatively. Rarely is there an issue of overlapping traits for resistance, unlike "Magic Attack Bonus" or "Magic Defense Bonus." Either way, gear works with traits to produce a stronger effect towards resistance.
Answer: We do know however that they function has % chances to resist, and do in practice reduce the duration of negative effects (more to follow.)
I have along speculated that the effects from gear that "Enhances resist _____ effects." Are equivalent to at a minimum +1 in that desired resist category (It could be more, but who knows, at its minimum it is +1.)
From many tests and bouts against Red Mages and other status afflicting Weaponskills, it is quite possible through the use of resistance gear to gain near if not complete immunity to a single effect: Sleep, Silence, Etc.
I have noted:
That stacking several pieces of gear towards, +7 or higher Silence, Sleep, Bind, and Gravity, their Blue Magic equivalents or other sources via Attacks and Weapon skills from players in game: (Flawless Ribbon, Killer Bow, Arete Del Sol, Icesoul Rings etc. etc.)
Consistently increases ones resistance to these making the failure rate of the targeted enfeeble nearly 70%, and when the effect 'does' land the duration is greatly reduced, most lasting for a few short seconds. Even with Elemental Seal, or obi's and elemental staves to increase accuracy.
TLDR;
Due to this I have come to the conclusion that resistance traits act as a parrying of sorts against afflictions, having your elemental resistance tested seperatley. No amount of magical accuracy or gear will help in landing the effect, as the effects come out to a flat % or resistance.
Versus all effects other than Break, stacking either modified gear from Abyssea, or older gear with "Enhances Resistance to ____",
Greatly increases the flat resist rate to near immunity when enough is used, AND greatly reduces the duration of the effect often to mere seconds.
However for the spell Break or the effect of Petrification itself, there seems to be no effect on gear lowering the duration, at all.
Side note: Nor does the spell Break build resistance on other players in Ballista like the other CC's, Bind, Sleep, etc. It completley "breaks" (get it) this rule, and should be rectified.
Francisco
07-05-2011, 01:55 PM
Barpetra + Barstonra makes for a very high resist rate on Break/Breakga vs Dragua and I think Tunga as well.
Mordanthos
07-05-2011, 07:53 PM
I would just like to point out that you mentioned the resist gear having no effect on gaze attacks, which is a no brainer. It has nothing to do with your resists, its a Gaze, if your looking at it, no matter what, you will be effected.
Urteil
07-05-2011, 07:57 PM
I figured that looking in the direction of the monster will subject you to a roll to be petrified, such as "Baleful Gaze."