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Magic Resistance and Frienldy Fire


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#1
Guest_TJ_Hooker_*

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I was wondering if magic resistance protects vs friendly fire from spells. I was planning on having an all ranged party except for a templar Hawke and was wanting to have an elemental mage and not have to worry about micro managing to avoid FF. As far as I can tell getting around 100% on Hawke is entirely do-able. So with with max MR will I be able to cast any and all AoE spells around him with impunity? And yes I realize that primal is a simpler way to go but I've done that already in a previous game and want to try something else.

#2
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Aren't such damage resistances hardcoded to a 85% limit? I am not sure and just glanced at that note on the DA wiki whilst I was browsing for other things ...

Though 85% damage migitation is nothing to frown at too and should suffice with a little micromanagement, especially if you are controlling the warrior yourself most of the time.

#3
frustratemyself

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Armour and elemental resistances cap at 95% as of the last patch even though the stats can show 100%. Not sure about magic resistance but I would assume it's the same.

#4
mr_afk

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i think you might be thinking the 85% cap from skyrim. :P

and yeah, i never really figure out what magic resistance did/how it works.
my mages almost always hit the 95% cap and didn't seem that much more resistant..
meanwhile elemental resistances had a much more obvious effect

#5
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mr_afk wrote...

i think you might be thinking the 85% cap from skyrim. :P

[...]


No, I don't play Skyrim (now and the foreseeable future, mostly because my Laptop is already on the low end ...).

#6
Realmzmaster

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Magic Resistance does not protect your party from friendly fire. If that were the case your mage would have difficulty healing your own party members. Magic resistance protects from hostile magic. Magic resistance caps at 95%.

#7
Quething

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Defense caps at 85% I believe. Resistance at 95%, yes, and protects against friendly fire (hence the Haste/Barrier bug, because yes, it does sometimes wrongly impact even benign spells), and it's multiplicative across elemental/magical/flat DR, so fire resist+magic resist is pretty powerful. You can't get to zero damage, but you can get to 1 damage per tick, which isn't going to kill your glassiest rogue or mage, much less your main warrior.


(That said, be aware that cold resistance doesn't seem to protect against freezing, so watch where you stick your Winter's Blast. Magic Resistance will reduce the time you spend frozen but it's still a bad thing to go popsicle in the middle of a fight.)

Modifié par Quething, 09 décembre 2011 - 09:37 .


#8
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Alright thanks guys. Looks like it's at least worth a shot, if it doesn't work out I'll just chuck a couple resist fire runes into my armour or something.

#9
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Alright I did some testing (i.e. casting fireballs at myself) and this is what I got. With 0%MR I took an average of 195 damage. At 50% I took 99.2. At 93% I took 13.4. At 100% I took 9. So at 50% I took 51.1% damage, at 93% I took 6.9% damage and at 100% I took 4.6% damage. Looks to me like MR functions exactly as one would hope, mitigating it's exact value in damage, capped at 95%. I didn't really look at look at its effect on force, but my warrior was being knocked back at lower MR but not at 100%.

For each MR percentile I did 5 trials.

Modifié par TJ_Hooker, 10 décembre 2011 - 09:54 .


#10
Apathy1989

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Neofelis Nebulosa wrote...

mr_afk wrote...

i think you might be thinking the 85% cap from skyrim. :P

[...]


No, I don't play Skyrim (now and the foreseeable future, mostly because my Laptop is already on the low end ...).


Then I assume you are thinking of Awakening, which had 85% cap iirc. I think Origins had 75% cap.