Was playing with someone the other day that had around ~70 resist on their dexxer and they claim that it reduced spell damage taken by a percentage when it successfully rolled. i was under the impression that you have very little, if any, chance to resist a spell when your resist is <100 vs a GM mage (whether it be a player or a NPC). Does anyone know, definitively, how resist works here? It seems like a lot of the information on the compendium is incorrect
There are 2 types of offensive spells: Ones that calculate resist vs magery+eval int, and either hit or resisted completely- Poison, curse, weaken.. and others. Second type calculates resist vs magery+eval int and = total damage. Flamestrike vs. someone with 50 resist will hurt less then someone with 0 resist.
Note: I have no idea if the info below is correct, and don't know how to use the test shard... Someone pointed me in the direction before of a resist calculator on a site called uorenaissance. This calculator indicates that you get a 5 point reduction in max and min damage against a 6th circle spell with 70% resist, but also a 25% chance to succeed in resisting. From my experience of mainly farming daemons with my provo dexer (66 34 split resist/magery), I know that I regularly resisted spells (tho appreciate that they have what, 90 magery?). I've also done it vs blood eles (dodon know their magery/eval), canne remember vs lich lords. I'm in the process of dropping resist for lumberjacking and feeling a lot more fragile now.... Sorry if this doesn't help all that much!
Perfect! I was going to drop GM resist to 80 to pick up 20 magery, but wanted to make sure that it would actually be of any benefit at that level. Planning on farming liches
A lot of people would prob recommend losing 10 off healing and tactics and using magic weapons before dropping resist.... If you do drop it just carry some greater cure pots to ensure your bandies are healing you as you will be poisoned more.
To add to what Keza said above: Damage spells (EB, Flamestrike) use BOTH formulas. The Eval vs Resist formula, and the chance to resist formula. For the damage formula Eval and Resist essentially negate each others effects. So at all levels of eval and resist (ie 50 vs 50, 87 vs 87) the damage from the spell would be the same. Yes, and ebolt backed by 30 eval would hurt 30 resist the exact same as GM eval would hurt GM resist. BUT If one is higher than the other, the highest value gets a boost. So say GM vs GM, an ebolt does 30 Damage. GM eval vs 99 resist would do like 36. On the other side, GM Resist vs a 99 eval ebolt would only do about 24. The boost for being higher is quite significant. Thats how the damage formula works. On top of that you get a chance to resist the damage spell. The chance to resist a spell is a flat % based on the attackers Magery skill, and the circle of spell, vs the defenders Resist. If a damage spell is resisted, it does 1/2 damage. So in the above example of 30 damage from an ebolt, if resisted it would do 15 damage. The chance to resist isnt changed that much by 10-20 points. Honestly, you wont notice spells resisting LESS, until you drop it to like 60-70. One final note thats often overlooked. ALL damage, spell AND melee is doubled to monsters. Its not as noticeable with weapons because monsters generally have very high armor, and only one place to hit. AFAIK, its impossible for a monster to have resist higher than 100 so youll regularly see 60-80 point ebolts on monsters.
This jumped out at me; I didn't know this. I looked into some RunUO code and my hunch is that actually if they are the same or if Resist is higher, it is one case. If Eval is higher, it is the other case. More specifically, it looks like: Up to 20% bonus if Eval Int is higher. [Eval - Resist] / 5 Up to 50% damage reduction if Resist is higher or equal. [Resist - Eval] / 2 Anyways there's always the chance that things are custom here, but I think intuitively it would make sense that there would not be a special case for when Eval and Resist are precisely equal, when both skills have 1000 possible values (0.0 to 100.0 going by tenths).