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Wayfarers of Veeshan • View topic - Tashan and Magic Resistance

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PostPosted: Fri Oct 11, 2002 8:48 am 
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Question to follow....

First, consider the following "known facts" (or "perpetuated rumors") about EQ:

1) Tashan (enchanter spell) lowers magic resistance by 9 to 13 points.
2) Tashan has no resistance check when it is cast upon a mob.
3) Some mobs, such as the CWG model EXG in Sol A are noted for being "100% magic resistant".

Questions:
1) Does 100% magic resistant mean their MR value = 100?
2) If so, would a 100% MR still mean that Tashan will land, unchecked?
3) If so, would a landed Tashan mean their MR value drops to 87-91%?
4) If so, would this mean you could then land even more spells that DO
have a MR check but can now sneak in past a lowered MR?

Anyone with some serious insight on this question, please let me know,
as it seems to me that Tashan (and that line of spells) is a "door opener"
that would allow 100% MR mobs to actually be hit with spells.

Drexxell

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PostPosted: Fri Oct 11, 2002 9:20 am 
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I am going to attempt a half answer from what I know.

Many guides that indicate certain mobs are 100% MR have been known to have at least one line of spells that can hit them. I think this goes in hand with the theory that every mob has a weak spot and you have to figure out what that weak spot is. For example...on the druid epic guide and the mob named Ullump Plujink....the guide indicates he is 100% MR to all except for wizard lure spells. However...the mind boggle part...we have been able to land a few spells on him other than wizard. I don't remember which ones...I know Iro had a song that hit....and seems someone might have landed a snare. Anyhow...my theory about the 100% MR on certain mobs might be depended upon level ratio to the mob...for instance if you are a level or more above the mob you may be able to land a spell on that mob, whereas if you are even or below you will not. So as a chanter with Tash....my same theory would apply depending on your level difference with the mob provided the mob is 100% MR. I also have witnessed instances where a 100% MR has been hit with tash many times and the enchanter had only landed once, but that did not seem to affect the ability of anyone else to be able to land a spell. Last night in the reaver house in CoM...Black Reavers are suppose to be 100% MR and all casters are told to save their mana. However, I have a terror spell which is suppose to enhance the hate from mobs so that I can maintain aggro and I was not resisted when I cast this on the Black Reavers. So go figure that one. Now that I have said all that I don't think I have answered anything and since I typed all this out...I'm gonna post it anyway...hehe

/goes away pondering

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PostPosted: Fri Oct 11, 2002 10:26 am 
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I've noticed that on some supposedly immune mobs my some of my life taps will still land once in a while. Usually when they do it is only for about half the normal anout or less.

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PostPosted: Fri Oct 11, 2002 10:44 am 
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I think part also has to do with the fact that recently EQ changed the way resistances work for NPC's and PC's. Some spells are shown as unresistable, I believe, and I could be mistaken that those spells are not effected by resistances of mob they land reguardless. Does 100% resistance = 100?, I would guess that since the maximum for a player in any resistance is 255 points(?) that 100% would equal out at 255 points resistance, to consider a mob with all 255's boggles the mind but I would guess it's possible. So a 30% reduction to is resistances would equal what, 76.5 points removed making his resistance points 178.5.

The above is just my best guess.

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PostPosted: Fri Oct 11, 2002 11:04 am 
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Yes, I think the new "rebalanced" resistances allow for a greater range of "partial" effects than the old way they did it.

I don't think 100% magic resistance means the same as a magic resistance score of 100, since (and correct me I am wrong, newb that I am) resistances can be increased past a score of 100. Rather I think 100% resistance is supposed to mean the mob is immune to any spell with a resistance check. Of course, as mentioned above, many mobs have specific weaknesses even if they are noted as being 100% magic resistant.

Of course, this really doesn't answer the initial post. If my assumption is correct that the term 100% magic resistant is NOT the same as the MR score, than I am not sure how Tash works on it.

Glad I could help to muddy the waters :twisted:

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 Post subject: September 4 Patch
PostPosted: Fri Oct 11, 2002 12:53 pm 
Posting September 4's patch, hope it helps.

Resistance Changes

We've made some fairly drastic changes to the way the spell resistance system works. Previously, there was only the smallest benefit to having resists over a certain value. We've reworked resistance in its entirety, completely replacing the old system with one that is more logical.

The idea behind the changes is pretty simple: Resists should matter in a way that makes sense.

Important things to note about the new resistance system:

Resists matter more for PCs. There are now tangible differences between having 50, 150, and 250 in a given resistance, for example. Resistance buffs, bard songs, and resist gear have actual value, all the way up the line.

Conversely, resistances also matter more for NPCs. Some NPCs became more vulnerable to things they have always been vulnerable to, other NPCs became more resistant to things that they were inclined to be somewhat resistant to.

Resistance debuffs should also have more value, all the way up the line. For the first time, resistance debuffs now have the ability to bring NPCs that were lure-style only down into the range of being hit by normal spells.

The hard level limit involving players casting on NPCs has been removed. This used to be referred to in EQ folklore as the "Six Level Limit" (It was actually 1.25 times the caster's level, but more people likely thought about it the other way.) This means that in the vast majority of cases, there is at least a small chance that a person will be able to connect a spell with an NPC, even if they are out of that NPC's traditional level range.
Overall, against NPCs that have medium-to-high resistances of a given type, expect to see more full hits, fewer partials, but more full resists in the new system. Taken over time, the damage done by PC casters to semi-high resistance NPCs should be approximately the same, but will definitely improve when the proper debuffs are applied (we wanted to make sure that this did not turn into a universal nerf of casters).

We look forward to seeing how these changes play out in front of a larger audience.


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