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charm/magic resistance


killalou

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I have a question.

What does charm resistance equate to in mental saves? Gnomes have this and I was wondering what the exact value would be in saves gear.

I have a similiar question for the dwarves/halflings. What do their "magic resistance" equate to in save gear?

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It is a decent amount, but a lot when you consider that it helps all three spell areas. I normally calculate svs worth just by adding up all the svs of the item (obviously if its +spell than I multiply by 3).

Anyways, if you consider it that way its better than any item will get you.

And to all you naysayers, the rule is NOT designed in a "horde our secrets" type of way. The rule is meant to avoid giving exact numerical answers that take away from the fun of the game. Let's not go out of our way to be unhelpful. The IMMs can handle making sure things don't go out of line; we don't need player moderators.

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You really faster saves vs spell at 3 vs 1 of the other saves ?

I consider them at 2 vs other saves.

I put mal > Mental > Svs > aff.

I normaly aim to get at least 45 to 50 Mal (with Svs), and 25 pure mental saves.

Aff saves i consider less important, and can cope with the protection of vs Spell and the odd save from random armor piece.

The reason for this is that:

Mal saves normaly block the death spells:

Curse, Blasphemy, Blind, Plague, Poison, Enfeeblement.

This can have a huge impact if landed.

Mental saves normaly protect me from:

Dispel (that can be fleed and recast), and Sermon.

All others i can normaly avoid.

Aff saves, i realy dont care, because:

Invokers will eat your saves, or blow them up.

I can normally roll with the % associated with the saving of a aff spell.

IF the pain if to strong i just flee sooner.

Santuray + Protection already cuts these enuff.

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Mya, when you're an undead with -60 aff saves, you can have fun laughing at that paladin who wraths you unsanced for a mangle, or that invoker who hellstreams you for a dismember after he finally dispels your sanc. Aff saves are just as life-saving as the others.

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The quote was' date=' "I still don't know [i']anything." (emphasis added.) Please be accurate with your quotations.

Hah! Funny thing is, I actually had put in 'anything' at first, then thought, "even as a quote, that's too mean"...and subsequently changed it :D

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OTOH it would have been pompous to suggest I should know everything.

Re magic resistance, it's different from saves because it's not an all or none proposition for some things for which saves are. For instance for hellstream, it's going to reduce the damage all the time. On the other hand for threshold effects like poison or sleep, it makes it harder to land. Generally, it's something you can't really get through saves, although it's not really a substitute for saves.

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Just a little friendly ribbing, Ex.

And as you said, it really depends on the type of spell in question. Aff resistance, either in pure form or as 'magic resistance', means less damage taken as well as higher chance to save; for certain maledictive spells, it means less damage taken (if the spell lands) and a lower chance to land; and for mental, it just means lower chance to land.

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OTOH it would have been pompous to suggest I should know everything.

Re magic resistance, it's different from saves because it's not an all or none proposition for some things for which saves are. For instance for hellstream, it's going to reduce the damage all the time. On the other hand for threshold effects like poison or sleep, it makes it harder to land. Generally, it's something you can't really get through saves, although it's not really a substitute for saves.

You sure about this? This sounds like a certain set number on save vs. spell.

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They can fail.....

they just take less base damage with a higher chance to resist

so if they resist, the net damage is even less

for ex.

when casting against a dwarf, you might see 3 maims then suddenly a MASSACRE...it means they failed the save, but still the damage is less than if another race had failed the same save

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I have a question.

What does charm resistance equate to in mental saves? Gnomes have this and I was wondering what the exact value would be in saves gear.

I have a similiar question for the dwarves/halflings. What do their "magic resistance" equate to in save gear?

FYI Gnomes are VULN to mental as per the help file, not resistant. Elves and Drow are resistant to mental. Magic Resitance equates to a reduction in damage from aff spells, it also will reduce the duration of some spells, and make them slightly harder to land.

spells like Curse, plague, and blasphemy are maleadictive.

spells like summon and sleep are mental.

Afflictive is anything that causes direct damage.

Some spells fall in a grey area, these hit with damage and then have a chance for an effect..like thunderclap, or death grasp, these you just have to experiement with in game. :cool:

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FYI Gnomes are VULN to mental as per the help file' date=' not resistant. Elves and Drow are resistant to mental.[/quote']

Gnomes are Vulnerable to: Mental , Charm

Elves/Drow are resistant to: Charm

Elves are Vulnerable to: Iron

Drow are Vulnerable to: Silver , Mithril (elf silver)

Now what happens when a Gnome has to resist a sleep spell which is a Mental Charming spell, i do not know.

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