.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   MR Checking spells (http://forum.shrapnelgames.com/showthread.php?t=46973)

Saros January 26th, 2011 03:24 AM

MR Checking spells
 
What is the number tested against the targets MR for most spells? 10, 12? something else? I cant find the info listed anywhere.
Specific info for soul slay, banish demon and hellbind heart would be great.
Finally how do these instant kill spells interact with phoenix pyre and at what level of fatigue does phoenix pyre stop working?
Cheers

sansanjuan January 26th, 2011 09:17 AM

Re: MR Checking spells
 
12 is the magic number
-ssj

llamabeast January 26th, 2011 11:02 AM

Re: MR Checking spells
 
Really? I thought it was 10. Why is it 12?

Corinthian January 26th, 2011 01:30 PM

Re: MR Checking spells
 
I have no idea. But it say so in the Manual errata on the Dom3.servegame wiki. And from observations I have made, it really is base 12.

Kobal2 January 26th, 2011 05:37 PM

Re: MR Checking spells
 
WAG: the reason it's 12 instead of the more intuitive 10 is that with only 10, on average theses spells wouldn't work on a regular human (46% chance to win an even roll), which is quite crappy. Who would cast a spell that is more likely than not to do absolutely nothing ?
With 12 however, spells works 62% of the time, making them worth your while to cast.

As for the second part of the question : instant death spells will just remove all of the victim's HP, trigger the Phoenix Pyre explosion and the target will respawn somewhere else with full HP, some fatigue and most probably an affliction. Phoenyx Pyre only stops working when the target has 100+ fatigue.

Gaslov January 27th, 2011 03:43 PM

Re: MR Checking spells
 
I am confused by some of these answers. From the manual:

Quote:


Some spells (mostly Astral) require the caster to defeat the target’s Magic Resistance before the spell can take effect. If a spell description states that “Magic resistance negates” then the
following check is made:

Caster’s Penetration roll: 10 + DRN + (additional skill in spell path) / 2

Target’s MR roll: Magic Resistance + DRN + (skill in spell path) / 2

The caster wins ties. Note that not all targets will have any magic skill, much less skill in that
spell’s path, so often the target will simply add Magic Resistance and the DRN.

where DRN are two die rolls (1 to 6 each) with 6's getting an additional roll.

JonBrave January 27th, 2011 05:53 PM

Re: MR Checking spells
 
Quote:

Originally Posted by Gaslov (Post 769530)
I am confused by some of these answers. From the manual:

Quote:


Some spells (mostly Astral) require the caster to defeat the target’s Magic Resistance before the spell can take effect. If a spell description states that “Magic resistance negates” then the
following check is made:

Caster’s Penetration roll: 10 + DRN + (additional skill in spell path) / 2

Target’s MR roll: Magic Resistance + DRN + (skill in spell path) / 2

The caster wins ties. Note that not all targets will have any magic skill, much less skill in that
spell’s path, so often the target will simply add Magic Resistance and the DRN.

where DRN are two die rolls (1 to 6 each) with 6's getting an additional roll.

I think what people are saying is: where the manual states "Caster’s Penetration roll: 10 + ..." above, actually that should be "12 + ...". Which makes sense, so that caster more likely to get through than a "resister" with average MR 10.


All times are GMT -4. The time now is 01:47 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.