killalou Posted October 3, 2007 Report Share Posted October 3, 2007 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? Link to comment Share on other sites More sharing options...
TheNewGuy Posted October 3, 2007 Report Share Posted October 3, 2007 I don't think you can compare resistances with saves, though I am not sure. Plus, we are not allowed to discuss code specifics. Link to comment Share on other sites More sharing options...
Nomak Posted October 3, 2007 Report Share Posted October 3, 2007 HAHA Yes as always we are not allowed to discuss anything."You have to find out yourself. " And once again I have nothing positive to say. See you all in a week. -Val Link to comment Share on other sites More sharing options...
TheNewGuy Posted October 3, 2007 Report Share Posted October 3, 2007 You can discuss as much as you want. Somewhere else. If you want to read the code, then read it. Fine. But it doesn't belong here. Link to comment Share on other sites More sharing options...
mya Posted October 3, 2007 Report Share Posted October 3, 2007 In my opinion it is not as easy as giving you the number. As i think it is multi factorial. Link to comment Share on other sites More sharing options...
Calron Posted October 3, 2007 Report Share Posted October 3, 2007 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. Link to comment Share on other sites More sharing options...
mya Posted October 3, 2007 Report Share Posted October 3, 2007 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. Link to comment Share on other sites More sharing options...
Pali Posted October 3, 2007 Report Share Posted October 3, 2007 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. Link to comment Share on other sites More sharing options...
The Wayward Knight Posted October 3, 2007 Report Share Posted October 3, 2007 Wrath has a greater chance to skip saves against undead, I am pretty sure. At least, Paladins can make it so. Link to comment Share on other sites More sharing options...
Pali Posted October 3, 2007 Report Share Posted October 3, 2007 I'm quite aware of that, TWK. It was just an example of how aff saves are far from useless. Link to comment Share on other sites More sharing options...
Ex-D&Der Posted October 3, 2007 Report Share Posted October 3, 2007 I thought curse and blasphemy were mental. Link to comment Share on other sites More sharing options...
Raargant Posted October 3, 2007 Report Share Posted October 3, 2007 I thought curse and blasphemy were mental. From 'help maledictive', "Notable maledictive spells include blasphemy, blindness, and plague." No wonder you've been here so long and "don't know everything" (your words): you don't read the helps! Link to comment Share on other sites More sharing options...
goldbond Posted October 4, 2007 Report Share Posted October 4, 2007 i was always curious about curse though. Link to comment Share on other sites More sharing options...
Ex-D&Der Posted October 4, 2007 Report Share Posted October 4, 2007 No wonder you've been here so long and "don't know everything" (your words): you don't read the helps! The quote was, "I still don't know anything." (emphasis added.) Please be accurate with your quotations. Link to comment Share on other sites More sharing options...
Raargant Posted October 4, 2007 Report Share Posted October 4, 2007 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 Link to comment Share on other sites More sharing options...
Ex-D&Der Posted October 4, 2007 Report Share Posted October 4, 2007 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. Link to comment Share on other sites More sharing options...
Raargant Posted October 4, 2007 Report Share Posted October 4, 2007 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. Link to comment Share on other sites More sharing options...
killalou Posted October 4, 2007 Author Report Share Posted October 4, 2007 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. Link to comment Share on other sites More sharing options...
Pali Posted October 4, 2007 Report Share Posted October 4, 2007 You sure about this? This sounds like a certain set number on save vs. spell. Take what Raar said, not Ex. Link to comment Share on other sites More sharing options...
Mister E Posted October 4, 2007 Report Share Posted October 4, 2007 Exactly. Magic resistence isnt a number because a save can fail. I dont think a dwarf/duerger/halfling will ever fail to resist. Sure magic will damage them, and spells will land, but the point is they constantly resist everything. Except their vulns of course... Link to comment Share on other sites More sharing options...
Celerity Posted October 4, 2007 Report Share Posted October 4, 2007 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 Link to comment Share on other sites More sharing options...
Ex-D&Der Posted October 4, 2007 Report Share Posted October 4, 2007 Which chars. did Old Man play? Link to comment Share on other sites More sharing options...
Kyzarius Posted October 4, 2007 Report Share Posted October 4, 2007 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. Link to comment Share on other sites More sharing options...
mya Posted October 4, 2007 Report Share Posted October 4, 2007 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. Link to comment Share on other sites More sharing options...
Kyzarius Posted October 4, 2007 Report Share Posted October 4, 2007 I believe it is calculated as bonus to the casters % chance to land the spell. Link to comment Share on other sites More sharing options...
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