Alias Oddvar wrote...
does displacement/magic resistance still use the 1-(displacement/magic resistance persentage) when considering if a spell/ability hits or not? Meaning player stats are irrelevant?
or does it use attack(a flat number)-MR(flat number)=persentage for spell to land?
Displacement has a 100-X percent chance of ignoring any hit result, where X is the value of that attribute.
Magic Resistance is slightly different. It reduces magical damage and effect durations by that percentage. This will be subject to balancing and we may need to rework that once more testing has been done.
Is spirit the best way to hit very magic resistant enemies for mages?
Yes, since it halves the resistance they'd get from that stat. It is also the best way to hit extremely damage resistant enemies. This is a specific damage resistance property, not physical/fire/cold/electricity/nature/spirit damage resistance. Something that seems to be immune to most everything will likely be more vulnerable to Spirit damage.
is it still possible to get 100% magic resistance/displacement by stacking displacement/magic resistance items?
For players? Not in any sort of permanent fashion, though I can't comment on specific abilities. Also for enemies it's unlikely except under special circumstances.
you mention diminishing returns on stacking attack or defence, which ways are you useing to get that result?
in dao it encourages stacking of attack and defence, and only a few points are useless.
I'm going to pull numbers out of thin air to give an example.
Suppose you are a level 1 Warrior and have an attack score of 20. That gives you a 50% chance of hitting an equal level enemy. If you get another +20, you now might have a 70% chance of hitting. Another +20 would bring it up to 80%. Another +20 would bring it to 85%, with a total attack score of 80.
Now let's consider a level 2 Warrior. He, too has an attack score of 20. For a level 2 character, though, 20 is kinda low. His chance to hit is only 35% against an equal level enemy. The other Warrior with the score of 80 moves up to level 2, and his attack score is above average, even for level 2. He has a 75% chance to hit an enemy because he already had a high attack score. This second Warrior gets another +20, bringing his attack score up to 100. Unfortunately, at level 2, 20 attack doesn't mean as much as it used to, and it only bumps his percentage up to 80%.
Our UI has not been finalized, but we are planning on letting you see how much attack score an individual item property or attribute point would give you, but for readability reasons the display of the attack score on the character sheet will be the resulting percentage (with all other factors folded into it). This will tell you absolutely how effective your character is, while clearly showing which properties give more benefit than others. This is a byproduct of the diminishing returns and showing how effective your character is against an enemy of your current level. This UI has not been finalized, though, so I can't really say more about it.