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Ap Mp Resi Trophies
By drayr#6261 March 15, 2014, 20:46:56Something I've been noticing lately in kolo that has been frustrating me a lot is the fact that it's not possible to stack ap or mp resi trophies against a team that has class to steal both ap and mp. The trophy system right now allows you to stack ap or mp resi by losing the other. This means against a team that has a xelor on it I can stack up some ap res trophies and get 100 or so resi vs most xelors having 120+ ap rape it saves me from being totally incapacitated. But when I fight a team, for example an eni with ap steal trophies, wisdom feca, and cra with high mp steal, the most resi I can get, being a non wisdom build, is about 60-70 in mp and ap res vs their 120+ steal.
This is just one example of a team I fought but any combination of cra, enu, sadi, feca, xelor, eni are impossible to get decent resi against. Even one match I kept getting raped down to 0mp by an iop because I'd stacked ap res trophies for their xelor.
I'd say just take of the maluses of the ap mp resi trophies or at least make them something different than the opposite resi. If anyone has a better suggestion for this I would appreciate your feedback.
This is just one example of a team I fought but any combination of cra, enu, sadi, feca, xelor, eni are impossible to get decent resi against. Even one match I kept getting raped down to 0mp by an iop because I'd stacked ap res trophies for their xelor.
I'd say just take of the maluses of the ap mp resi trophies or at least make them something different than the opposite resi. If anyone has a better suggestion for this I would appreciate your feedback.
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Just my 2 cents.
An extreme example would be facing a team with two characters, one with 120 ap steal, another with 120 mp steal. It isn't possible to stack enough resi in both stats to avoid being crippled by at least one of them. I can do the actual probability calculations if anyone wants to see what happens even when a character's resi is 90 ap resistance and 90 mp resistance.
It is worse when their steal can reach numbers as high as 140.
Steals stats for end game characters often exceed 120. With Nevark and 2 major resistance trophies you might get equal mp resistance with a well built character. This still leaves you incredibly vulnerable to the ap steal from his buddy.
Take for example the following extreme case, where I have 70 ap resistance and 100 ap resistance (a mixed trophy setup), and my two opponents both have 140 steal in ap and mp respectively:
Probability of steal is:
11 AP: 100% (90%) 6 AP: 55%
6 MP: 70% 3 MP: 35%
When I max ap resi to 100, the resulting mp resi is 50:
11 AP: 70% 6 AP: 38%
6 MP: 140 (90%) 3 MP: 70% 1 MP: 23%
When I max mp resi to 130, the resulting ap resi is 20:
11 AP: 350% (90%) 6 AP: 191% (90%) 1 AP: 32%
6 MP: 54% 3 MP: 27%
So while I can achieve reasonable resistance in either stat (say around 70% on the first AP) it leaves you shockingly vulnerable in either of the others. This is the intent of game design, which I agree with, but the gap needs to be closed just a bit.
Simply raising the amount of resistance from gear would be unfair, and similarly lowering reduction would also be unfair. In those cases teams which use single stealers would have those stealers marginalized.
I'm not saying that the completely removing the mauluses of the ap/mp resi trophies is balanced. I'm simply saying that I should have that option to avoid losing all my ap or mp or half of each. No class can be effective with half their ap and mp or none of thier ap/mp and thats what it seems the choice is to me.