Discussion in   General Discussions   started     11 years ago   September 11, 2013, 12:55:10 PM   by   Meta

magic resist augment

Meta
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Topic :   magic resist augment
11 years ago  September 11, 2013, 12:55:10 PM

Hey kyn,

didnt wanna blow this up on your parry thread so i made a seperate. but if your discussing altering the parry chance, please consider adding a balanced magic resist augment. as it stands currently mages have stacking parry skill, but dexxers dont have an equal defense against mages.

Kyn
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#1 Re :   magic resist augment
11 years ago  September 11, 2013, 01:14:46 PM

Hey kyn,

didnt wanna blow this up on your parry thread so i made a seperate. but if your discussing altering the parry chance, please consider adding a balanced magic resist augment. as it stands currently mages have stacking parry skill, but dexxers dont have an equal defense against mages. which is why mages have an advantage and are heavily the primary choice for pvp.


Interesting concept. Thank you Meta.

Minos
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#2 Re :   magic resist augment
11 years ago  September 11, 2013, 02:16:38 PM

Resisting spells... sounds pretty sexy in terms of protecting yourself against those evil practitioners of magery, right? Let's look at what it actually does with the AOS mechanics.

Current AOS mechanics:

Quote from: UO Guide
While the name, Resisting Spells, suggests that it helps with resisting all spells, this is not the case. This skill helps you lessen the severity of spells that lower your stats or ones that last for a specific duration of time. It does not prevent direct-damage spells, like Energy Bolt or Flamestrike.

Examples of resistable spells: clumsy, curse, paralyze, weaken, blood oath, corpse skin, and the list goes on. No direct damage spells here. For example, instead of being hit with -10% stats while cursed, you may only suffer -8%.

During my time PvP'ing on the shard, spells like curse and paralyze had some use, but they were outmatched by things in the druid spell book. Grasping roots is a good example and is something I've suggested should be subject to reduction from resisting spells, but is not.

From what I infer from your post Meta, you would like something along the lines of the pre-AOS mechanics of resisting spells. Short version: a calculation to see if you resist a direct damage spell, if successful, the base damage is halved (-50%). Second Age's wiki spells it out for anyone interested. A notable difference about pre-AOS mechanics, there were no resistances (physical, fire, cold, etc). So yes, you saw an actual reduction in damage when you were able to successfully resist. But, with current mechanics, a 70 resist suit gives you a 70% reduction 100% of the time. Trying to blend the two is a possibility, but I would predict quite the headache in having to manage everything else down the line this would throw out of whack.

Meta
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#3 Re :   magic resist augment
11 years ago  September 11, 2013, 03:03:00 PM

thanks for the reply Minos. that is good info.