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January 26th, 2011, 03:24 AM
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Corporal
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Join Date: Jun 2010
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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
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January 26th, 2011, 09:17 AM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
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Re: MR Checking spells
12 is the magic number
-ssj
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January 26th, 2011, 11:02 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: MR Checking spells
Really? I thought it was 10. Why is it 12?
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January 26th, 2011, 01:30 PM
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Sergeant
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Join Date: Nov 2010
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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.
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January 26th, 2011, 05:37 PM
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Sergeant
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Join Date: Apr 2004
Posts: 285
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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.
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January 27th, 2011, 03:43 PM
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Private
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Join Date: Jan 2011
Posts: 12
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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.
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where DRN are two die rolls (1 to 6 each) with 6's getting an additional roll.
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January 27th, 2011, 05:53 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
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Re: MR Checking spells
Quote:
Originally Posted by Gaslov
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.
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where DRN are two die rolls (1 to 6 each) with 6's getting an additional roll.
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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.
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