Okay, what is DR for you? I'm obviously thinking about something else...




Okay, what is DR for you? I'm obviously thinking about something else...
DR is diminishing returns where effects are weaker in repeated uses. Use sleep repeatedly on a mob in pve and you will see the sleep timer get shorter till the point where the mob resists it. PvP used ro have this feature, but they opted not to use it in the new pvp.




I know how it works in pve, and no, pvp never had that feature. What PvP had was a binary immunity of 10s after you suffered a specific cc, for example stun: you were stun immune for 10s, but not heavy immune for 10s. It's exactly what cleansed purify does right now, but it was only for one specific type of cc, and twice longer. And a nightmare to keep track of.



You sound a bit too sure of yourself mate.I know how it works in pve, and no, pvp never had that feature. What PvP had was a binary immunity of 10s after you suffered a specific cc, for example stun: you were stun immune for 10s, but not heavy immune for 10s. It's exactly what cleansed purify does right now, but it was only for one specific type of cc, and twice longer. And a nightmare to keep track of.
Diminishing Returns was a feature prior to 4.0 PvP as it used the PvE skills as a basis of combat, along with most other mechanics. The difference is that certain skills had their effects adjusted for PvP (like Shieldbash had 4s stun duration rather than 6s), something they added over time during early PvP as BLM's AOE sleep for 30s... was kind of excessive.
4.0-6.05 there was CC resist like you said for 10s (or 15s with 4.0-5.05 PvP, when selectable traits were a thing). So the most CC you'd take was a Stun -> Silence + Bind for a total of 4-5s, depending on when you played. I don't think it was a nightmare to keep track off though unless you pressed all your buttons as soon as you see a target on your screen to attack.
Short: Yes PvP had that feature from 2.1(where PvP released I think?) to 3.58.




My mistake then, I assumed people were referring to the various damage immunities added to pvp (after a totally DRless pvp) at some point during Stormblood, that we still had in Shadowbringers. Didn't think people were going that far back to HW. I'll definitely admit that I haven't pvped much in HW and this flew way over my head.You sound a bit too sure of yourself mate.
Diminishing Returns was a feature prior to 4.0 PvP as it used the PvE skills as a basis of combat, along with most other mechanics. The difference is that certain skills had their effects adjusted for PvP (like Shieldbash had 4s stun duration rather than 6s), something they added over time during early PvP as BLM's AOE sleep for 30s... was kind of excessive.
4.0-6.05 there was CC resist like you said for 10s (or 15s with 4.0-5.05 PvP, when selectable traits were a thing). So the most CC you'd take was a Stun -> Silence + Bind for a total of 4-5s, depending on when you played. I don't think it was a nightmare to keep track off though unless you pressed all your buttons as soon as you see a target on your screen to attack.
Short: Yes PvP had that feature from 2.1(where PvP released I think?) to 3.58.
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