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Mage spell resists on nightmare


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#1
Arthur Cousland

Arthur Cousland
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I'm just curious.  My lv 17 mage has 81(+10) magic and ~120 spellpower and sometimes, while on nightmare difficulty, spells like mind blast, crushing prison, cone of cold and etc. seem to be hit or miss, as to enemies completely resisting them.  I don't mind the occasional resist, but things get interesting when the "oh sh!t" spells like mind blast get resisted when my mage needs to get out of a sticky situation.

All attribute points have gone into magic, and my mage should have a good spellpower total for his level.  The only other thing that I could think of doing is spamming the hex spells, but that's not ideal every time I want to use crowd control spells.  Is this common?

#2
ussnorway

ussnorway
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On nightmare all targets get 10% free... so a normal dwarf will have a spell resist of 20% or 1 in 5.

Put up 'Spell Might'!

#3
Arthur Cousland

Arthur Cousland
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I'd use spell might, but my mage is a bit of a jack of all trades, so he's the healer, crowd controller, as well as damager, which leaves little room for spell might. I think I'll manage; I just can't neccessarily expect certain spells to stick every time. I was on normal difficulty until lv 15, then I switched to nightmare and saw a huge difference in the spell resistance of enemies.

Perhaps when I import to Awakening, I'll respec and re-evaluate my spells and include spell wisp+spell might, but then I'll also have access to the Spellfury staff.

#4
TeamLexana

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Spell Wisp + Spell Might, all magic, and all the + spellpower or + magic gear you can get your hands on goes a long way. I never have my spells resisted that way unless it's against an enemy that is immune to that type of spell. Like blood wound on enemy golems... yeahhh.... they'd laugh at you if they could, lol.

#5
TBastian

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You people do know that spell resistance has nothing to do with spellpower? Blood Wound, as well as many other class-only abilities (Spider's Poison Spit, Swarm's AoE, etc) ignore spell resistance.

Spell resistance works differently from a character's ability to resist the effects of a spell (ie, physical and mental resistance). The former allows a creature to ignore a spell's damage completely, while the latter two are basically DAO's equivalent of D&D's saving throws.

Spell resistance is unique in that while a 100% spell resistance character can completely ignore the damage effects of Flame Blast, paralysis spells can still affect him/her. A character with very good physical/mental resistance but zero spell resistance will take full damage from a Fireball, but has a good chance of resisting knockdown/stun/sleep effects. There are certain spells in which spell resistance and mental/physical resistance overlap, in which case spell resistance usually takes precedence - long story short, your spellpower account for $%^# when it comes to whether these spells get resisted or not (eg, Fireball - a successful spell resistance check allows the spell to be resisted completely, a failed spell resistance check lets the damage component through but a separate mental/physical resistance check must be made  for the knockdown effect).

In nightmare, everything gets a % spell resistance. Which is why nuker Shapeshifters and the Blood Wound spell are by far more powerful in nightmare difficulty, and why the former are unmatched for sheer damage dealing ability.

Modifié par TBastian, 29 mars 2011 - 01:11 .