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AuthorMagic Resist Penetration
When I equip "Ruby Quarter Staff", I get +10% Magic Pen, makes total sense.
When then I equip "Mystical Amulet", I have a total of 12.7% M Pen... Why? When it is supposed to give me +3%, for a total of +13%.
You may say "Lol Who cares XD", but then I equip the "Sorceror Cape", I get a total of +25.8% Magic Resist Pen (Or whatever you call this Stat), which doesnt make sense at all, Imo... Since it should make a total of +28%, coz it gives +15%.
Why does it happen?
I havent tried with the couple of RoCs, but I suppose it would end up scallin off lower and lower (Not much, but slowly decreasingly).

(Yes, it totally gives +25.8 instead of 28%, but still, wanna know)
Thx in advance.
It's not just added up... similar to enchants.
For example, three 10% earth enchants won't give 30%, they'll give 27.1%
This is because the calculation for non-additive bonuses like these is done like this:
Say you have two 10% pierce magic resistance arts, then you first take into account only one. Then, you will get +10%, so now only 90% magic resistance counts. Next, you take away 10% more of that, which is -9%, so in total -19%.

For 10% and 3%, the 3% will be of 90%(as 10% reduces 100 to 90), which is 2.7%. In total 12.7%. Then still 87.3% res counts, and you have 15% of that reduced by cape, which is about 13.1% more, so in total you have 12.7 + 13.1 = 25.8% res.

Say if this didn't happen, then some day you could actually reach 100% ignore resistance. This is done to prevent that. Additionally, this is done to preserve the ratio of % reduction of a particular art to actual % reduction in battle.
Think about it, say you had 5 arts of 20% ignore res, the last art, which brings down the last 20% to 0%, would actually be reducing res by 100% compared to the effect when 4 arts are equipped.
PS: For some reason they do something similar for enchants, as I have mentioned. Which makes almost no sense to me because it's increasing damage not decreasing... so when you wear more enchants, the last enchant you wear is clearly weaker in effect, both absolutely and relatively, whereas for ignore magic res or just magic res it's weaker absolutely but perfectly fine relatively (as it should be).

So enchants being calculated this way is just to nerf them a bit, nothing else. Whereas for stuff like magic res it's the more logical thing to do.
so when you wear more enchants, the last enchant you wear is clearly weaker in effect, both absolutely and relatively, whereas for ignore magic res or just magic res it's weaker absolutely but perfectly fine relatively (as it should be).
What, what is this of "Relative" and "Absolute"?
I mean, yes I heard it in Maths years ago... XD
But Imo something is "Better/More effective", or "Worse/Inneffective" Always, no matter what way you look it at.

Say if this didn't happen, then some day you could actually reach 100% ignore resistance.
Well, I suppose you are right here, its good that it exists, and is also right that its calculated that way, I guess
Since regarding Physical Damage, there are 2 "Barriers/Filters" Physical has to go/pass through for the "Final Damage", one is "Defence", and the other "FSL Resist".
Magical Damage has "Magic Resist", and also "FSL Resist", so I suppose its fair.
Otherwise, if the enemy has 0 FSL and Magic Resist didnt exist in Items (We are talking about Full AP Battles, of course), it would mean you make "True Damage", and the only """True Damage""" in the game is Poison IIRC (Doesnt have to pass through Defense or M Res, but is filtered by FSL though).

One last question:
I noticed in a CG Battle, a Knight suffered a Delay effect of 16%, instead of 20%.
Obviously due to Barrier Talent.
My question is:
Why Barrier affects Delay and similar effects ("Non-Damage Related Negative Stuff", lets call it like that this time...XD), but Magic Resist dont?
I feel like Admins when coding the game make a difference between Magic Shield, Magic Resistance, and Magic Proof, or something like that... (Since one affects Delay, others only Damage stuff) But to me are all the same, except for the one in Barrier Talent of Knights, Dwarves, Necros, and others.
but Magic Resist dont?
Doesnt*, English fail, shame.
What, what is this of "Relative" and "Absolute"?
Well I used it a bit loosely there. By absolute I mean the magnitude of the resistance, so for the cape its absolute effect is 13.1% in the game. By relative I mean what % it changes on top of what you already had or how much magic resistance pierce you already had, so the cape relatively makes a 15% difference, 15% relative to the 87.3% magice shield which counted.

Why Barrier affects Delay and similar effects ("Non-Damage Related Negative Stuff", lets call it like that this time...XD), but Magic Resist dont?

This is obvious, otherwise dark magic would be way too weak. Also remember that their is no counter to holy, neither arts nor talents, so even the fact that barrier and the luck branch magic shield resist darkness is enough... not to mention the recent buff for holy.
Also remember that their is no counter to holy, neither arts nor talents, so even the fact that barrier and the luck branch magic shield resist darkness is enough... not to mention the recent buff for holy.

because holy doesn't work on enemy? dark magic is still superior as there is no counter to disray
another reason why there are so much dark casters but holy builds are a dying breed
because holy doesn't work on enemy?

This is true, I can't imagine people being happy that their bless / rapid isn't working brilliantly because of magic resist. :P

Though I don't think dispersion is affected by magic resist either, even if applied on the enemy?

dark magic is still superior as there is no counter to disray

No counter to disrupt, and I think darkness area for magic is larger than holy? 5x5 vs 4x4
because holy doesn't work on enemy? dark magic is still superior as there is no counter to disray
another reason why there are so much dark casters but holy builds are a dying breed


Also blind is powerful while T4 holy pretty useless.

When I equip "Ruby Quarter Staff", I get +10% Magic Pen, makes total sense.
When then I equip "Mystical Amulet", I have a total of 12.7% M Pen... Why? When it is supposed to give me +3%, for a total of +13%.
You may say "Lol Who cares XD", but then I equip the "Sorceror Cape", I get a total of +25.8% Magic Resist Pen (Or whatever you call this Stat), which doesnt make sense at all, Imo... Since it should make a total of +28%, coz it gives +15%.
Why does it happen?
I havent tried with the couple of RoCs, but I suppose it would end up scallin off lower and lower (Not much, but slowly decreasingly).

(Yes, it totally gives +25.8 instead of 28%, but still, wanna know)
Thx in advance.


It's question of point of view. With the actual multiplicative system, it means that when you equip a 15% magic proof art, you'll further decrease magic damagee by 15%, reguardless of your actual magic proof. If it were additive, then it would only be a 15% decrease if it is the only art you wear.
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