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Lets talk about the HUGE Nerf On UV "Status Resist (shock, fire, freeze etc.) "

31 replies [Last post]
Sat, 07/23/2011 - 16:14
Mafiaso's picture
Mafiaso

So after the patch, they nerfed the status resist.

Before patch when i ran into the traps in training hall with high fire UV + 1 peace of vog = i didn't catch fire
Same with one piece of high shock= i didn't catch shock

Meaning i was able to be immune to those status resist. Now after the nerf patch they reduce the UV resist by 50% '

high fire uv + one peace of vog = 4s burn
No fire uv + one peace of vog = 5s burn
High Fire UV + one peace of vog = 6s burn
no fire UV + No vog peace = 5s burn

meaning high fire is less resistant than one peace of vog
All this is tested in training hall.

I have't testing this in FSC because of money :P But it seems that status resist is useless :P
And that bars show TRUE resist, it is not lying anymore. Meaning a max fire won't give you any more resist than 1s.
Also meaning buying status resist UV =DERPPP

p.s I was immune to vana's snake with high fire UV + one peace of vog = After Nerf Patch I caught on fire. :)

SO I WANT A QUICK BUFF TO STATUS RESISTANT UV NOW<----

POST HERE IF YOU FEEL THE SAME~!!!

ign : mafiaso

Sat, 07/23/2011 - 16:23
#1
Dirt
Legacy Username
It wasn't a nerf, it was a

It wasn't a nerf, it was a bugfix. Do you people even read?

Sat, 07/23/2011 - 16:26
#2
Dogrock's picture
Dogrock
Said by Nick: Fixed a bug

Said by Nick:
Fixed a bug where unique variant defense type and status bonuses were being doubled in some cases.

Sat, 07/23/2011 - 17:44
#3
Mafiaso's picture
Mafiaso
i know it was a fix, but is

i know it was a fix, but is more of a big nerf.

the status resist gives no bonus defense at all, making status UV useless
a high fire to max fire is almost the same, so a person with max fire will get the almost the same
resistant as a hgih, so the time on that burn will likely be same as 5s.

To make it short,
all these UV go to dump, cuz they provide no resistant at all.

you guys don;t seem to get the point.

Sat, 07/23/2011 - 17:47
#4
Prisega
Umm... Obviously if they fix

Umm... Obviously if they fix something thats working twice as well as it should be its going to look like a nerf.

Sat, 07/23/2011 - 18:13
#5
Volebamus's picture
Volebamus
itbeginx a high fire to max
    itbeginx
    a high fire to max fire is almost the same, so a person with max fire will get the almost the same
    resistant as a hgih, so the time on that burn will likely be same as 5s.

Can you provide even a proof to this claim?

Sat, 07/23/2011 - 18:22
#6
Boolet
Legacy Username
@Volebamus Nope, it's all

@Volebamus

Nope, it's all speculation. He's only tested in the ATH for chrissakes.

http://forums.spiralknights.com/en/node/10522

^ Better information.

To quote eek on post-patch tests.

9s 15.5/19 bar mad+mad
9s 15 bar mad + mad/med
8s 13 bar BASELINE ---------------------
8s 13 bar 100 Token Fire Trinket
7s 9.5 bar magic
7s 9.5 bar demo/low (2*)
7s 9 bar firebreak helm (3*)
6s 8.5 bar magic/med
6s 8.5 bar vog + mad/low
6s 8 bar volc + mad/med
6s 7.5 bar volc+magic
6s 7.5 bar firebreak/high (3*)
5s 7.5 bar volc + low (2*)
5s 7.5 bar vog/low
5s 7.5 bar vog/low (5*) + trinket
5s 5.25 bar volc/med + mad/med****
5s 5 bar magic/med + volc****
5s 4.5 bar volc+volc
5s 4.5 bar volc+firebreak/high (3*)
4s 4.5 bar vog+vog/low
4s 4.5 bar vog+vog/low + fire trinket
4s 4 bar vog/low+vog/low

--

5s 9 bar skolver/med+skolver/med (vhigh dmg)
5s 10 bar skolver/med+skolver/med+barb thorn shield (max dmg)

A couple observations:

Fire trinkets still don't work
+med dmg bonuses are now applying up to 1 bar per +med now instead of half a bar
vog, volcanic demo, dragon scale, volcanic plate are all still the same basewise
vog+vog+lowuv no longer has maximum fire resist

Tan wasn't on so I couldn't restest everything; just tested what Rits and I had on hand. The barbarous thorn shield/skolver stuff is different. It looks like it's dealing up to 2.5 bars of damage instead of the max of 1 from before now.

Everything else now looks a lot more predictable than it was before.

****Caught on fire 2 times in a row to get rid of rounding error. All the others should be retested but I'm too lazy.

Sun, 07/24/2011 - 00:15
#7
Mafiaso's picture
Mafiaso
yep i just tested in fsc 4s

yep i just tested in fsc

4s with high fire uv + one peace of vog

and what does heath bars got anything to do with fire? lololol are u trolling me

gonna test with high fire uv + no vog after.(i'll post result later)
so it didn't water which depth , only diffference is that the dmg taken from fire from each depth is different (OBVIOSULY)
i believe i had a 3s burn before patch.

when i do a next run.

this is great info forme heh, i was plannin to buy max fire but at this point it wudn't matter ::P:P:P cuz all these uv go to dump :PP:P:P:

Sun, 07/24/2011 - 00:15
#8
Mafiaso's picture
Mafiaso
yep i just tested in fsc 4s

yep i just tested in fsc

4s with high fire uv + one peace of vog

and what does heath bars got anything to do with fire? lololol are u trolling me

gonna test with high fire uv + no vog after.(i'll post result later)
so it didn't water which depth , only diffference is that the dmg taken from fire from each depth is different (OBVIOSULY)
i believe i had a 3s burn before patch.

when i do a next run.

this is great info forme heh, i was plannin to buy max fire but at this point it wudn't matter ::P:P:P cuz all these uv go to dump :PP:P:P:

Sun, 07/24/2011 - 09:47
#9
Katmint's picture
Katmint
My Grey Feather Mantle with

My Grey Feather Mantle with High Stun UV now has a slight weakness instead of a slight resistance according to the bars.

On actual stun, I was being stunned for 1 second with Grey Feather set before the fix, and 8 seconds after it.

Sun, 07/24/2011 - 09:49
#10
Bigfootm's picture
Bigfootm
Ouch Katmint...

Ouch Katmint...

Sun, 07/24/2011 - 10:05
#11
doomgamer93
Legacy Username
Curse UV's Also Nerfed

Don't forget about Curse Resistance... it was also nerfed.

Before the 'fix' I was immune to Faust's self-curse on special with Very High Curse Resistance.

Now I receive curse about 25% of the time.

My testing is here: http://forums.spiralknights.com/en/node/10522#comment-95808

A little buff to Shock, Fire, Stun, Freeze, & Curse resists would be very nice... and would give items with those UV's some of their former value.

Sun, 07/24/2011 - 10:06
#12
Bigfootm's picture
Bigfootm
I'm pretty sure fire resist

I'm pretty sure fire resist with a Vog set when burned using a FOV is four or five seconds. That's what happens to me

Sun, 07/24/2011 - 10:35
#13
Mafiaso's picture
Mafiaso
Update: high fire UV only, 5s

Update: high fire UV only, 5s burn, i haven't tried no fire resist.

but will consistently update

And yes the fix/nerf is rather ridiculous.

Sun, 07/24/2011 - 12:52
#14
Heimdallr's picture
Heimdallr
I dunno about you, but I seem

I dunno about you, but I seem to take LESS fire damage with complete vog set in FSC compared to before the patch. I lost 3.5-4 bars over 4 or 5 seconds, when before the patch I would lose 5-5.5.

This was on D26, though. Dunno about D27 or D28.

Sun, 07/24/2011 - 14:10
#15
Pupu
Legacy Username
It's my fault

It's my fault for doing research, sorry.

Sun, 07/24/2011 - 15:49
#16
Spiral_Fox
Legacy Username
I'm only going to throw it

I'm only going to throw it out there that in T2 with a magic hood I use to actually feel like it worth using for the fire/electric resistance.

Cobalt armor for normal damage defense + a good hood seemed like a worthwhile endeavor now I'm just wondering if I would be better off going full normal defense, seeing as its relatively easy to catch me on fire/shock me..

Sun, 07/24/2011 - 19:15
#17
Kilbride's picture
Kilbride
Lolz.

Sorry you're bummed about the changes, Mafiaso. As an aside, I remember running Jelly Palace with you, listening to you brag about how you were "sexually assaulting" the gremlins in the previous half of the tier with your Faust. Wow, did that make me uncomfortable.

In regards to the status UVs, maybe you should get hit less? UVs were never meant to be a game changer, just a helpful bonus. Don't get me wrong, I hate getting stunned or shocked but I think it's hilarious when people are on fire. They run around and don't ever seem to remember to STOP, DROP, and ROLL! See you in the Clockworks!

IGN: Kilbride

Sun, 07/24/2011 - 23:02
#18
Bonburnr
Legacy Username
ATH still crap?

ATH numbers still not valid testing scene?

Try using Max! - they are Max! for a reason right?

Mon, 07/25/2011 - 02:12
#19
Serperior
Legacy Username
I knew I wasn't crazy!

I have a Curse Maximum! Ash Tail coat. Pre-patch I could spam my Faust's charge attack all day without getting cursed... now it feels like I'm getting cursed every time I use the charge. More often than not. I am not kidding - three out of four times I used the charge in my past few runs, I got cursed. The enemies didn't.

Seriously, was this necessary? Really?

Mon, 07/25/2011 - 10:28
#20
doomgamer93
Legacy Username
What gets cursed for you?

Do you only get 1 weapon & 1 vial cursed for 28 seconds Serperior?

With Very High Curse Resistance 1 weapon & 2 vials get cursed for 32 seconds.

Mon, 07/25/2011 - 13:06
#21
Mafiaso's picture
Mafiaso
word, Am making jelly soup!

word, Am making jelly soup! anyone want? Why are you trolling my topic, i don't even remember you Killerbirde? :P ( Don't try to troll #1 troller)

This topic was meant for testing status resist UV, i don't want any troll, thanks.

As regard to the nerf/fix, is really sad day for us. i remember i was immune to fire snakes in vana but now i get burn!!

Mon, 07/25/2011 - 13:36
#22
Mohandar's picture
Mohandar
Fixing the UV resists wasn't

Fixing the UV resists wasn't a nerf, it was fixing an unintended bug. That said, the standard status resistances on gear seem to be less effective overall, so a general buff of status resistances would be nice.
1. Standardize the bars! Make bars provided by UV equivalent to bars provided by gear.
2. Buff the resistance per total bars overall.
3. Make trinkets actually useful.

Personally, I would like to see UVs provide a little less resistance than gear resists, as they are supposed to be helpful but not massive game-changers. Their reduced strength compared to gear resists should show up in the bars, ideally. On a numerical scale, this is what I'd like to see:
Gear: * level times 2 (so Vog Cap is 10 units of fire resist; Wolver Coat is 4 units of freeze resist)
Trinket: * level minus one (so the 5* Soaking Wetstone is 4 units, and the 2* Wetstone is 1 unit)
UVs: UV level (so a low UV is worth 1 unit, very high is worth 4 units, and maximum worth 5 units)

Mon, 07/25/2011 - 16:51
#23
Serperior
Legacy Username
Eh...

One weapon, one vial, 22 seconds. I wish the name were different, if it's not actually going to provide curse immunity - it's not "Maximum" if it could still be better, is it? Maybe "Ultra High".

Just being pedantic now, but it's my personal preference. :v

Edit: I was wrong; more extensive testing reveals that it's one weapon, two vials, thirty seconds. Good lord.

Mon, 07/25/2011 - 17:13
#24
Kilbride's picture
Kilbride
Heh!

You don't remember me because I unfriended you the same day I added you. I had grouper's remorse, I think.

Good luck on the research!

Mon, 07/25/2011 - 17:48
#25
pHifteen
Legacy Username
Some info I've gathered.

I have a Volcanic Demo Helm and a Miracle Cloak with UV Fire Resist Maximum! and am immune to some fire causing attacks.
The fire trap in the Training Hall, T2 flamethrower Gremlins, and Vanaduke's fire tail attack do not cause fire to me.

However, I can still catch flame from fire Zombies and Red Rovers in FSC. This leads me to believe that enemies' status causing attacks have various strengths, where the examples I am immune to normally cause Minor Fire and where the latter examples cause Strong Fire or something stronger.

Mon, 07/25/2011 - 20:06
#26
Mafiaso's picture
Mafiaso
lol this is like the 100th

lol this is like the 100th from noobs who told me the same thing, i add random people so i can join levels without startin from start.
don't feel special because i added you, feel free to remove me cuz i don't care.

back to topic, that noob got me off topic again
------------------------------------------------------------------------------------

tested with high fire + one peace of vog,

Sometimes i don't get burn from fire traps,

and duration i cudn't see because i was lagging entire time. i'll go solo and try it out later on.

pHifteen, that's good information right there. Thanks!
What about the fire from oil jellies? can you test that out?

ALso and edit from previous post
one high fire uv, gets 6 seconds burn in fsc.

amma retest one high fire uv + one peace of vog later when lag is not so crazy

Mon, 07/25/2011 - 21:34
#27
Kilbride's picture
Kilbride
Tch.

Oh, don't worry, I didn't feel special. Name calling? Really?

When I ran in that group with you, you were rockin' a 2* Jelly Helm. It was pretty awesome. Anyhow, glad to see you graduated to Vog.

Tue, 07/26/2011 - 10:22
#28
Spiral_Fox
Legacy Username
I just want to ask is there

I just want to ask is there any disagreement from anyone that something needs to be done in regard to status effects?

I was "ok" with mix matching Armor to get the best results *AND* get a weakness I could carefully manage (Like having a moderate amount of defense from a miracle hood to fire/electricity a moderate weakness to stun and still managing to resist fire/electricity on a regular enough basis I was alright).

Over all however, I find now the mix match idea really doesn't provide any benefit at all. I mean in theory dodging is *always* the best options or sheilding.. The problem is now, if I am not absolutely careful A single IT devilite can zap me.. which means I get a one way ticket to pain city if I spasm while shielding and hit by two or three other devilites..

Wonder if in the process of fixing the bug, they tweaked other stats and just kept quiet about it..

Tue, 07/26/2011 - 10:49
#29
Kilbride's picture
Kilbride
Good question, Fox.

Yeah, those devilites are horrible, whether it's fire or shock.

I am fine with the resists offered by helmets, armor and shields. Given the difficulty with getting decent status UVs on gear, I'm torn between wanting the bonus to be substantial and also not wanting to feel like those UVs are required to run the content. With two pieces of 5* fire resist gear, I find I am sometimes hit without catching fire. I don't know if that is because I 'resist' the effect or the monster fails to inflict it. The duration is short enough that I haven't burned to death in a couple months. What I feel like really needs to happen is to have the status trinkets be relevant (IE, functional). That would allow people to switch out trinkets for different strata and still be able to wear helms and armor that are appropriate for the damage type. I guess for the answer for those shadow damage shockers is to have a Crest of Almire, but I think people need more viable options for gear.

The status trinkets should be that game-changer that Mafiaso is looking for... It makes sense for Three Rings too. You have to purchase them with tokens, which are earned over time by running the clockworks and it takes time and effort. Now they can be unbound, which could be a cool market. That is, if the trinkets made a significant difference in resisting status effects.

I'm not a huge fan of mix and match unless the combination is ultra-complimentary. I roll with a volcanic demo helm and vog coat with shadow UVs most of the time. Medium sword ASI and medium CTR for bombs... I originally chose the combo for cosmetic reasons, it was back when EVERYONE had full vog and I wanted to look different and still be functional. It's served me well in FSC.

I would settle for shock being as debilitating on monsters as it is on us. :D Zap! Interrupt! Zap! Interrupt!

Tue, 07/26/2011 - 10:55
#30
Spiral_Fox
Legacy Username
I may upgrade my Miracle helm

I may upgrade my Miracle helm to a Divine helm to get even more defence..

I completely understand where your coming from with a "requirement to run the content" and I think it is a large part of what my problem is.

Being relatively new to the game.. It's hard enough to get gear to help you do well in any general stratum since there is a lot of variation.

The more I lurk about tier 2 the more I consider going "full blank" but, then I realize there is enough monster variation within single stratums that if I over specialize, I'll get completely destroyed.

I really don't feel like there is much leeway with armor at all.

I understand that this isn't "world of warcraft" or any other standard MMO but, the economy is pretty crazy and armor/weapons aren't always easy to get/level. and even with enough CE to get whatever I can find a material/recipe for.. I still have trouble deciding because, I don't want to gamble CE on a new build and waste it.

Tue, 07/26/2011 - 11:25
#31
Kilbride's picture
Kilbride
Divinity...

Yeah, I would recommend the divine veil over the grey feather cowl. I have both but have never used my grey feather as anything except costume gear. The veil pairs nicely with the skolver coat (gives you a little of every resist) or you could rock the fallen armor if you wanted a pile of shadow defense. (Interestingly, the medium fiend damage bonus on the veil doesn't completely cancel out the medium penalty from the fallen armor. It somehow comes out to a low damage penalty in total...) If you could get a normal defense UV on both your veil and whatever armor you are wearing, that'd be a nice bonus, even it was just medium normal on both. At 5* it'd be a pretty balanced suit.

Normal and elemental is still the most versatile, I think. Both IMF and FSC are doable in normal/elemental gear. Seems like a lot of the damage I take in FSC is shadow, tho'. Having a 5* shield seems to make all the difference.

And yeah, the SK economy is totally bonkers right now. I am starting to forget what market equilibrium looks like.

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