Damage resistance affects all sources of damage whether it be from spell or physical attack. It's the best sort of resistance as it modifies the final amount of damage you take.
Physical damage, no matter the source (e.g. stone fist) is also affected by armour. So your armour-rating will help against that projectile enemy mages like to spend ages charging up.
I'm not too sure about how magical resistance works exactly, but my understanding is that magic resistance is more to do with things like hexes etc.
According to the game manual, magic resistance absorbs a proportion of damage from magical attacks and determines the duration of hostile magical effects (and non-hostile if you play on other than nightmare).
But I'm not too sure the exact details; My mage with 100% magic resistance still gets injured by elemental spells (although maybe less?). Maybe someone who has tested it out more can shed some light on how it affects enemy elemental attacks (e.g. the saarebas ball of lightning/bloodmage and arcane horror purple aoe of death). I've found elemental resistances to be more effective in this regards. Also note that the spirit damage which enemies often deal ignores half the magic and damage resistance.
What i'm most familiar with is how enemy magic resistance will reduce the duration of your hexes (and perhaps the damage of your spells). So I would assume that 'purely magical' spells only really refer to the entropy tree, and magic resistance works like an 'armour-rating' against spells (probably just the non-physical variety).
So in summary:
Enemy deals damage
--> physical: modified by armour --> modified by damage resistance
--> non-physical: modified by elemental (and magic) resistance --> modified by damage resistance
i.e. damage resistance is king.
Modifié par mr_afk, 30 octobre 2011 - 04:04 .