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Help a Mage is wrecking me.

Beat sleep with poison...it is a very binary pk equation.  Melee uses poison, the price is no dirt flee heal.

Do you have a specific class that is giving you a challenge?

Edited

5 minutes ago, Kyzarius said:

Beat sleep with poison...it is a very binary pk equation.

This is my whole point. I have mostly given up relying on saves for combat. It's just much more reliable to counter the spell effects by using consumables.

43 minutes ago, Lloth said:

Sanctuary: 65 - ((50-50) * 3) = 65% chance to save (actually 5%, as you can never have less than 5% chance to save)

...

Protection: 65 - ((50-35) * 3) = 20% chance to save (actually 5%, as you can never have less than 5% chance to save)

FTFY.

13 minutes ago, Kassieti said:

FTFY.

For the First ?????

fix that for you...got it.

15 hours ago, 'tarako said:

This is my whole point. I have mostly given up relying on saves for combat. It's just much more reliable to counter the spell effects by using consumables.

Though your point is sadly invalidated in regards to Sleep.  Especially if you are a low int race.

Poisoning yourself invalidates sleep. That's dealing with the effects of the spell....

I love when people fight my mages without any saves. Locate gyvel... Looks like I got about 15 to burn through. 

 

Blind, flee... Blind, flee... Locate gyvel... 6 left.

1 hour ago, 'tarako said:

Poisoning yourself invalidates sleep. That's dealing with the effects of the spell....

True.  I was more pointing at the focus on saves in general and how INT plays a roll in sleep spells to varying degree based on the spell.

If you have a mental vuln low int giant then you are up shit creek trying to save against mental spells.  Especially sleep and most definitely hypnosis.

plus resist is 15, not 50

48 minutes ago, Anume said:

plus resist is 15, not 50

Always tought it was more. Dwarves are real damn hard to land a spell on even naked.

45 minutes ago, kamikazi said:

Always tought it was more. Dwarves are real damn hard to land a spell on even naked.

Magic resist might be -15 save vs spell and also -15 each saves category

2 minutes ago, egreir said:

Magic resist might be -15 save vs spell and also -15 each saves category

That would make it an effective -30 SvS which is not the case.  It's -15 SvS.

Rereading your post, @Lloth, you're adding in the saves in with the dispel-per-spell chance section, which isn't correct.  Also level counts for 5% per, not 3.

The ballpark for -65 SvS being 65% is close enough.  Not really, but good enough for this example.  This is whether or not the spell is saved.  If it's saved against, the process ends here.

If dispel is not saved against, it then cycles through each as you stated, but this time as 50 + 5* (spell level - spell cast)% to dispel.

Armor: 50 + ((25-50) * 5) = -75% chance to save (actually 5%, as you can never have less than 5% chance to save)

Shield: 50 + ((25-50) * 5) = -75% chance to save (actually 5%, as you can never have less than 5% chance to save)

Stone Skin: 50 + ((25-50) * 5) = -75% chance to save (actually 5%, as you can never have less than 5% chance to save)

Sanctuary: 50 + ((50-50) * 5) = 50% chance to save 

Detect Invis: 50 + ((10-50) * 5) = -150% chance to save (actually 5%, as you can never have less than 5% chance to save)

Protection: 50 + ((35-50) * 5) = -25% chance to save (actually 5%, as you can never have less than 5% chance to save)

Fly: 50 + ((15-50) * 5) = -125% chance to save (actually 5%, as you can never have less than 5% chance to save)

Edited

does magic resist affect the deteriorate equation? I know it scales with saves.  Do the innate saves from the resist apply to Deteriorates roll?

I'm sure it affects the amount of damage you take from spells as well, right? I mean...a dwarf with 15 svspell total, would take far less damage from a hellstream than a human with 30 svspell, correct? Maging them the tough little buggers they are.

Feel free to edit in the correct info @Kassieti

I'd do it myself but editing with my phone is a huge pain.

Not sure, @Kyzarius.  I think resist is factored in.

Resistances are -15 @kamikazi.  In your example, they both would take the same range of damage given both would have -30 SvS.  Not that it matters as spells like hellstream are saved for half damage and not on a sliding scale.

Magical resistance most definitely reduces the overall damage, its very noticeable with consistent nuking spells. It also reduces the damage on magic noun weapon attacks.

Oddly enough,  dwarf magical resist used to reduce the damage of their vulnerability to water. Virigoth intentionally raised the damage of some spells, such as jet stream, to combat this directly. 

When @Erelei removed the affects of magic resist helping reduce their vulnerability during my time as Belderon, I don't believe he adjusted the damage of vuln so dwarves will take a higher amount of damage compared to other vuln races. Especially from things like jet stream that were increased in damage originally, but haven't, to my knowledge, been adjusted for the change in magic resist.

Of course, I am saying this without knowing everything our coder has done since the change, so this could be old information. 

 

EDIT:

I looked back through my prayer post and I forgot this happened so I want to edit with the correct info:

Quote

 

Jet steam got a buff at one point in the past, but it looks like that buff may be a little too large considering the implications of the spell and how quickly invokers can cast it.

I've reduced the roll by ~40% so it shouldn't hit as hard now.

I will not be making changes to the lag of the spell, or the dwarf resist, or paladins though.

I don't know what that ~40% brings it down to in relation to other vuln spells, but @Erelei did adjust it. My mistake.

Edited