killerduki
New Member
- Joined
- Jan 22, 2016
https://forum.twinstar.cz/showthrea...t-spec-for-PvP?p=808569&viewfull=1#post808569
Thanks God he muted me so his claim remain legit.
Did anyone read careful what this guy just wrote?!
This guy is most Retarded Believer in the World.
Let me begin step by step:
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
And then again he play with assumptions to claim his "believing nonsense" (only retards deny evidence and assume).
http://web.archive.org/web/20060718...ow-europe.com/en/info/basics/resistances.html
2005 ^
http://web.archive.org/web/20060719121457/http://www.wow-europe.com/en/info/basics/resistances.html
2006 ^
Resistance Score----------------50 -100 -150 -200-250
Chance to Resist Spell-----------0%-1%-1%-11%-25%
Chance to Resist 100% Damage--0%-1%-1%-11%-25%
Chance to Resist 75% Damage---2%-6%-18%-34%-55%
Chance to Resist 50% Damage---11%-24%-48%-40%-16%
Chance to Resist 25% Damage---33%-49%-26%-14%-3%
Chance to Take Full Damage-----54%-20%-7%-1%-1%
That was again another nonsense "believer" which says bullshit regarding Resistance score.
!!!!!!Now everyone read this careful!!!!!!
(Anyone that played Vanilla,TBC,WotLK will confirm that this was most retarded speech that's been ever said)
And Because both are in same subject differently retarded explained i will put them on same answer.
http://wowwiki.wikia.com/wiki/Attack_table
Magic-damage melee auto-attacks
- The attacks of some monsters that do magic damage are actually treated as melee attacks, and use the standard melee auto-attack rules. For example, the melee attacks done by a fire elemental inflict fire damage, but they're resolved as an ordinary white-damage auto-attack—they can miss, be dodged, be parried, be blocked (as of Patch 3.0), and do double damage on a crit. The only difference between how a magic-damage melee auto-attack, and an ordinary physical damage melee auto-attack, is resolved is that if the target has any resistance to that school of magic, the same check is made to see if the damage is partially resisted as would happen from a spell.
Magic-damage melee special attacks
- Some monsters also have melee "specials" (the equivalent of yellow-damage attacks done by players) that do magic damage. For example, the Crystal Strike ability of the Erratic Sentries on the Isle of Quel'Danas inflicts Arcane damage, but is resolved as an ordinary melee special attack—it can miss, be dodged, be parried, and be blocked, and does double damage on a crit. The only difference between how a magic-damage melee special attack, and an ordinary physical damage melee special attack, is resolved is that if the target has any resistance to that school of magic, the same check is made to see if the damage is partially resisted as would happen from a spell.
- A few player abilities, such as a paladin's Seal of Command, are likewise resolved as yellow-damage melee attacks that deal non-physical damage. The odds of the various attack results occurring with one of these attacks are determined the same as for physical melee attacks—the base chances are determined by the player's Weapon Skill with the wielded weapon, the miss chance is reduced by the player's Hit Rating, the chance to be dodged and parried is reduced by the player's Expertise, and the chance to crit is increased by the player's Agility and Crit Rating.
Magic-damage ranged special attacks
http://wow.gamepedia.com/Judgment
Judgment is a paladin ranged ability,
http://wowwiki.wikia.com/wiki/Seal_of_C ... did=327126
However like other physical attacks, Seal of Command can miss, or be dodged, parried, or blocked. Judgement of Command can only be resisted.
- The Arcane Shot of a Hunter, and the Hammer of Wrath and Avenger's Shield talent of a Protection-specced Paladin, are resolved as ranged attacks that do non-physical damage. They can miss or be "fully resisted"—and they do double damage on a crit. The only difference is that if a mob target is higher level than the player attacker, or if the target has any resistance to the school of magic used by the attack, the same check is made to see if the damage is partially resisted as would happen from a spell.
And Since
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
This rule for "Fully" or "high partial" resist won't apply as it should never apply for "Holy Spells".
Now that everything was provided as "Evidence" explained trough Blizzard Websites , Patchnotes , Wowwiki .
He deny :
[video=youtube;ovhRqAxnXqg]https://www.youtube.com/watch?v=ovhRqAxnXqg[/video]
Uploaded on Nov 19, 2006
Resists suppose to be Partial
1:32 = 476 dmg (159 resist) = 25% = 635 full amount of damage - Seal of Command
2:02 = 322 dmg (321 resist) = 50% = 643 full amount of damage - Seal of Command
2:07 = 163 dmg (54 resist) = 25% = 217 full amount of damage - Judgement of Command
2:26 = 262 dmg (87 resist) = 25% = 349 full amount of damage - Judgement of Command
But never Full (Seal of Command)
Only Judgement of Command suppose to be "Full Resist" instead Dodge/Parry/Block if you lack melee Hit Rating.
And because he is too ****** to accept the evidence that counter his "Believes" he deny every single thing explained:
http://wowwiki.wikia.com/wiki/Attack_table
- A few player abilities, such as a paladin's Seal of Command, are likewise resolved as yellow-damage melee attacks that deal non-physical damage. The odds of the various attack results occurring with one of these attacks are determined the same as for physical melee attacks—the base chances are determined by the player's Weapon Skill with the wielded weapon, the miss chance is reduced by the player's Hit Rating, the chance to be dodged and parried is reduced by the player's Expertise, and the chance to crit is increased by the player's Agility and Crit Rating.
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
^^^^ Because he is stupid enough for this ^^^^ where 0 Resistance (non existant Holy) suppose to be under:
http://web.archive.org/web/20060718...ow-europe.com/en/info/basics/resistances.html
Resistance Score----------------50 -100 -150 -200-250
Chance to Resist Spell-----------0%-1%-1%-11%-25%
Chance to Resist 100% Damage--0%-1%-1%-11%-25%
Chance to Resist 75% Damage---2%-6%-18%-34%-55%
Chance to Resist 50% Damage---11%-24%-48%-40%-16%
Chance to Resist 25% Damage---33%-49%-26%-14%-3%
Chance to Take Full Damage-----54%-20%-7%-1%-1%
It should never ever resist more than 75% of the damage (not even that much since Holy Resistance is not even 50 but 0 "non existant")
I am stubborn because i present Evidence and know how things work despite Psojed that work on "Believes" and counter me at any sign so he "Mute" to hide that this server is extremely Game Breaking bugged so he spill all the nonsense lies.
And he says that we don't accept a different opinion where he don't accept "Evidence" because of his ****** "Believes"
Good luck with this , you are free now not to just mute me, but you can ban me for the truth exposed how retarded Dev/Tester this server have.
Thanks God he muted me so his claim remain legit.
Did anyone read careful what this guy just wrote?!
This guy is most Retarded Believer in the World.
1) Holy resistance is not shown in game, but it actually still exists in the game code. Since there is no way to boost holy resistance, it's highly unlikely that a monster will resist or fully resist your holy spells. The only cause is resist by level difference, which is the reason for our current discussion. When attacking L60 you probably won't see any resists, but when attacking a L62 or boss monster, the partial resists will appear.
2) It depends on the monster you're fighting. I read some wiki article that the client acts as if a lvl 63 (boss) monster automatically had 24 resistance to all spell schools for the purpose of resisting, so the chance to get fully resisted is only around 1-2%. My recent test with target dummies supports that.
3) Judgement of Command's resist chance is higher, because it follows spell hit rules. That means, in addition to the statement above for SoComm, JoComm's chance to get resisted is related to caster's spell hit. Vs. a L60 target, you have 4% chance that judgement gets resisted, vs boss it is 16% chance that judgement gets resisted. Note that this is only true with damaging judgements, JotC, JoW and JoL always land.
4) SoComm is a special magic attack that follows the rules of physical attacks and abilities. It follows melee crit and melee hit rules, so it can miss, be dodged, parried, blocked, it crits for 2x damage, but since the damage dealt is magical, it is also subject to resists.
JoComm is a magic spell. While it also follows melee crit and crits for 2x damage, it uses spell hit for miss calculations. Since spell miss is displayed as "resist" on vanilla, JoComm can only be a hit, crit, resist or partial resist.
I'd love to get my hands on some combat log data about paladins, but I couldn't find any.
Also I don't get logged out from forum or from bugtracker mid-post, cookies keep me logged in, sounds like an issue with your browser or security settings.
I'm only saying that the absence of a fully resisted spell is NOT evidence that spell is never fully resisted. Using your own words, TL;DR: The absence of evidence is NOT evidence of absence.
Paladin is not the only class having resists on their "physical" attacks, Hunters with Arcane Shot and Serpent Sting will experience them aswell. I also did a test before starting this lengthy discussion with you two, I was autoattacking a boss monster for 10 minutes straight. Out of 100 SoC hits, I had two full resists on Kronos. My SoC in that particular fight was 19% of total dmg dealt, and out of that 2% of attacks were a full resist. Much effect. Such wow. Must fix.
Let me begin step by step:
1) Holy resistance is not shown in game, but it actually still exists in the game code. Since there is no way to boost holy resistance, it's highly unlikely that a monster will resist or fully resist your holy spells. The only cause is resist by level difference, which is the reason for our current discussion. When attacking L60 you probably won't see any resists, but when attacking a L62 or boss monster, the partial resists will appear.
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
And then again he play with assumptions to claim his "believing nonsense" (only retards deny evidence and assume).
2) It depends on the monster you're fighting. I read some wiki article that the client acts as if a lvl 63 (boss) monster automatically had 24 resistance to all spell schools for the purpose of resisting, so the chance to get fully resisted is only around 1-2%. My recent test with target dummies supports that.
http://web.archive.org/web/20060718...ow-europe.com/en/info/basics/resistances.html
2005 ^
http://web.archive.org/web/20060719121457/http://www.wow-europe.com/en/info/basics/resistances.html
2006 ^
Resistance Score----------------50 -100 -150 -200-250
Chance to Resist Spell-----------0%-1%-1%-11%-25%
Chance to Resist 100% Damage--0%-1%-1%-11%-25%
Chance to Resist 75% Damage---2%-6%-18%-34%-55%
Chance to Resist 50% Damage---11%-24%-48%-40%-16%
Chance to Resist 25% Damage---33%-49%-26%-14%-3%
Chance to Take Full Damage-----54%-20%-7%-1%-1%
That was again another nonsense "believer" which says bullshit regarding Resistance score.
!!!!!!Now everyone read this careful!!!!!!
(Anyone that played Vanilla,TBC,WotLK will confirm that this was most retarded speech that's been ever said)
3) Judgement of Command's resist chance is higher, because it follows spell hit rules. That means, in addition to the statement above for SoComm, JoComm's chance to get resisted is related to caster's spell hit. Vs. a L60 target, you have 4% chance that judgement gets resisted, vs boss it is 16% chance that judgement gets resisted. Note that this is only true with damaging judgements, JotC, JoW and JoL always land.
And Because both are in same subject differently retarded explained i will put them on same answer.
4) SoComm is a special magic attack that follows the rules of physical attacks and abilities. It follows melee crit and melee hit rules, so it can miss, be dodged, parried, blocked, it crits for 2x damage, but since the damage dealt is magical, it is also subject to resists.
JoComm is a magic spell. While it also follows melee crit and crits for 2x damage, it uses spell hit for miss calculations. Since spell miss is displayed as "resist" on vanilla, JoComm can only be a hit, crit, resist or partial resist.
I'd love to get my hands on some combat log data about paladins, but I couldn't find any.
http://wowwiki.wikia.com/wiki/Attack_table
Magic-damage melee auto-attacks
- The attacks of some monsters that do magic damage are actually treated as melee attacks, and use the standard melee auto-attack rules. For example, the melee attacks done by a fire elemental inflict fire damage, but they're resolved as an ordinary white-damage auto-attack—they can miss, be dodged, be parried, be blocked (as of Patch 3.0), and do double damage on a crit. The only difference between how a magic-damage melee auto-attack, and an ordinary physical damage melee auto-attack, is resolved is that if the target has any resistance to that school of magic, the same check is made to see if the damage is partially resisted as would happen from a spell.
Magic-damage melee special attacks
- Some monsters also have melee "specials" (the equivalent of yellow-damage attacks done by players) that do magic damage. For example, the Crystal Strike ability of the Erratic Sentries on the Isle of Quel'Danas inflicts Arcane damage, but is resolved as an ordinary melee special attack—it can miss, be dodged, be parried, and be blocked, and does double damage on a crit. The only difference between how a magic-damage melee special attack, and an ordinary physical damage melee special attack, is resolved is that if the target has any resistance to that school of magic, the same check is made to see if the damage is partially resisted as would happen from a spell.
- A few player abilities, such as a paladin's Seal of Command, are likewise resolved as yellow-damage melee attacks that deal non-physical damage. The odds of the various attack results occurring with one of these attacks are determined the same as for physical melee attacks—the base chances are determined by the player's Weapon Skill with the wielded weapon, the miss chance is reduced by the player's Hit Rating, the chance to be dodged and parried is reduced by the player's Expertise, and the chance to crit is increased by the player's Agility and Crit Rating.
Magic-damage ranged special attacks
http://wow.gamepedia.com/Judgment
Judgment is a paladin ranged ability,
http://wowwiki.wikia.com/wiki/Seal_of_C ... did=327126
However like other physical attacks, Seal of Command can miss, or be dodged, parried, or blocked. Judgement of Command can only be resisted.
- The Arcane Shot of a Hunter, and the Hammer of Wrath and Avenger's Shield talent of a Protection-specced Paladin, are resolved as ranged attacks that do non-physical damage. They can miss or be "fully resisted"—and they do double damage on a crit. The only difference is that if a mob target is higher level than the player attacker, or if the target has any resistance to the school of magic used by the attack, the same check is made to see if the damage is partially resisted as would happen from a spell.
And Since
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
This rule for "Fully" or "high partial" resist won't apply as it should never apply for "Holy Spells".
I'm only saying that the absence of a fully resisted spell is NOT evidence that spell is never fully resisted. Using your own words
Now that everything was provided as "Evidence" explained trough Blizzard Websites , Patchnotes , Wowwiki .
He deny :
[video=youtube;ovhRqAxnXqg]https://www.youtube.com/watch?v=ovhRqAxnXqg[/video]
Uploaded on Nov 19, 2006
Resists suppose to be Partial
1:32 = 476 dmg (159 resist) = 25% = 635 full amount of damage - Seal of Command
2:02 = 322 dmg (321 resist) = 50% = 643 full amount of damage - Seal of Command
2:07 = 163 dmg (54 resist) = 25% = 217 full amount of damage - Judgement of Command
2:26 = 262 dmg (87 resist) = 25% = 349 full amount of damage - Judgement of Command
But never Full (Seal of Command)
Only Judgement of Command suppose to be "Full Resist" instead Dodge/Parry/Block if you lack melee Hit Rating.
Paladin is not the only class having resists on their "physical" attacks, Hunters with Arcane Shot and Serpent Sting will experience them aswell. I also did a test before starting this lengthy discussion with you two, I was autoattacking a boss monster for 10 minutes straight. Out of 100 SoC hits, I had two full resists on Kronos. My SoC in that particular fight was 19% of total dmg dealt, and out of that 2% of attacks were a full resist. Much effect. Such wow. Must fix.
And because he is too ****** to accept the evidence that counter his "Believes" he deny every single thing explained:
http://wowwiki.wikia.com/wiki/Attack_table
- A few player abilities, such as a paladin's Seal of Command, are likewise resolved as yellow-damage melee attacks that deal non-physical damage. The odds of the various attack results occurring with one of these attacks are determined the same as for physical melee attacks—the base chances are determined by the player's Weapon Skill with the wielded weapon, the miss chance is reduced by the player's Hit Rating, the chance to be dodged and parried is reduced by the player's Expertise, and the chance to crit is increased by the player's Agility and Crit Rating.
http://wowwiki.wikia.com/wiki/Patch_0.9
Holy Resistance has been replaced with Arcane Resistance.
^^^^ Because he is stupid enough for this ^^^^ where 0 Resistance (non existant Holy) suppose to be under:
http://web.archive.org/web/20060718...ow-europe.com/en/info/basics/resistances.html
Resistance Score----------------50 -100 -150 -200-250
Chance to Resist Spell-----------0%-1%-1%-11%-25%
Chance to Resist 100% Damage--0%-1%-1%-11%-25%
Chance to Resist 75% Damage---2%-6%-18%-34%-55%
Chance to Resist 50% Damage---11%-24%-48%-40%-16%
Chance to Resist 25% Damage---33%-49%-26%-14%-3%
Chance to Take Full Damage-----54%-20%-7%-1%-1%
It should never ever resist more than 75% of the damage (not even that much since Holy Resistance is not even 50 but 0 "non existant")
Everytime I enter the Paladin section it's like :
This is a bit sad, because Theloras has proven to be a very invested member in the Retribution Paladin cause (and has written amazing guides for them) in the Vanilla private server community. I'm sure Killerduki, despite his stubbornness only wants the good of the Paladin class.
Come on guys, can't you just love each other ?
Sorry for my bad english.
I am stubborn because i present Evidence and know how things work despite Psojed that work on "Believes" and counter me at any sign so he "Mute" to hide that this server is extremely Game Breaking bugged so he spill all the nonsense lies.
As I found out yesterday, we've been shitstorming since 2013, tho on the other forum it was kept much more civil than here
I agree, he did write some nice guides with lots of information, I just wish he could accept a different opinion.
And he says that we don't accept a different opinion where he don't accept "Evidence" because of his ****** "Believes"
Good luck with this , you are free now not to just mute me, but you can ban me for the truth exposed how retarded Dev/Tester this server have.