Quote:
Originally Posted by KLS
-Chance to resist a spell given no resists and equal level.
-Your Resists * ResistMod = chance to resist without factoring in level, so a 130 resist at the default 0.4 would give you a 52% chance to resist assuming completely clean conditions.
-The % chance a partial capable spell will be partially resisted when it fails the resist check. It's a default of 0.7 or 70%. So a partially capable spell has only a 30% chance to be fully resisted when it fails the standard resist check, nukes roots fears and the like fall under this.
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Thank you for reply KLS! Much appriciate it!
Just a few more question a on resists.
How does ResistMod combines together with your level?
Since 200 resists are not that hard to obtain, woudl make you nearly immune to many mobs - so your actual level must also affect this?
On partial resists - how does the "partial" part calculated? For exmaple if 100 damage nuke is cast, can it do anywhere from 1 to 99 dmg when partialy resisted?
Basicly my special inteerst with resist is that I was runing my own server under trial run and friend of mine was runing around tetsing things. He got his resist as higher as 120 and could not tell any diffirence biween havign that much or beein naked- the NPC seem to be able to nuke the crap out of him regadless (this is around lev 30 with even con or blue con mobs)
Also, do NPC follow the same rules to resist player spells?
Another thing - is it posible to make npc 100% immune to specific spell type? Like Fire? Or should I just set Fire resist to some large value like 999?
thanks again! =)