I've posted this so many times
[You must be logged in to view images. Log in or Register.]. It's not getting worked on until velious even if all the research is done...
Quote:
Correct logic:
"IE:
This covers all unresistable spells.
Spell: Tashina (60)
ID: 676
Resist: Unresistable
(this spell is unresistable barring certain factors.) (see below)
PVP resist(base): 5 (if player is 10 levels or more above caster)
PVP resist(max): 12 (if player is 10 levels or more below caster)
pvpresistcalc: 101 (beat this number to resist).
result for lvl 12 enc vs. lvl 22 Player:
calc is 101
base is 5
result : lands, 106 is number to beat but has no resist... so the target is deemed 101 resist points
Spell: Immobilize (39)
ID: 132
Resist: Magic, 0 (standard resists apply)
PVP resist(base): 50
PVP resist(max): -5
pvpresistcalc: 101
result for lvl 39 enc vs. lvl 49 Player:
calc is 101
base is -5
result : does NOT lands, 101 is number to beat but has no resist... so the target is deemed 95 resist points (-5 due to level difference)
Spell: Rapture (59)
ID: 1692
Resist: Magic
PVP Resists(base): -300 <- ten levels lower
PVP Resist(Max): -400 <- ten levels higher then caster
PVP Resist calc: 135< number to beat the spell's effect out-right
result: in addition to the level cap of the spell (affects creatures/people up to lvl 61)
1.) target is 10 levels lower, -400 is their starting point. so they would need a 535 Magic resist to outright resist the spell
2.) target is 10 levels higher, -300 is their starting point, they would need a resist of 435 to outright resist the spell.
Spell:Gasping Embrace (47)
Resist: Magic
PVP Resists(base): -42 <- ten levels lower
PVP Resist(Max): -57 <- ten levels higher then caster
PVP Resist calc: 133< number to beat the spell's effect out-right
result:
1.) target is 10 levels lower, -57 is their starting point. so they would need a 190 Magic resist to outright resist the spell
2.) target is 10 levels higher, -42 is their starting point. so they would need a 175 Magic resist to outright resist the spell.
with the exception of unresistable spells, in PVP there is a 10.5% chance to resist the spell if you do not meet the saving value.
conversely there is a 5.25% chance of the spell landing anyway -- Dr. Nirgon's note, again if you do not meet the saving value, otherwise it will not land if you meet the value no matter what!!! AKA - 164 magic resist means 0 roots ever, not 5.25%. A naked can resist, for instance, conflagaration 5.25% of the time... but not lure of frost.
with damaging spells the power of them or "how hard they hit" if they land is directly correlated to how close they came to the number. minimum of 25% dmg.
so if the spell lands it does at least 25% dmg (partial resists).
if 75%+ of the "to beat" number is reached and the spell lands then 25% dmg is incured.
these partial resists come in 25% of spell dmg, 50% and 75%
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Correct values here.. ie:
http://lucy.allakhazam.com/spellraw....12&source=Live
^ Look up pvp resist, pvp calc, pvp base. More to it regarding random # generation but there it is, a certified truly classic way that resists worked.
Covered: an "unresistable" spell, A ROOT, and a standard casted dot/dd type of spell.
Not covered - "All or nothing" types. Any partial = a full resist, real brain stumper solved right there.
Take a minute, sit down with the logic and do some practice problems :P.
Classic players feel free to find some spells you perfectly recall working some way or another, pick some resist values and tell me where you think this falls apart.
Note: It is as legit as the Shadoo/Resist poison stacking bug I posted :P.