-Miasma - The -10 attack and defense part can't be resisted.
-Shimmering Shield - I believe all bonuses are based on fixed values.
-Haste - The speed bonus is at a fixed value.
-Disorient - Gives unresistable -5 penalty to attack and defense.
-Fade Shroud - The dodge bonus does not vary.
-Blood Sacrifice uses fixed values.
-Revival - It simply always works.
-Spell Might - Combos involving this still work.
-Rejuvenate - The value is set at +8 regeneration no matter what.
-Mass Rejuvenation - Would still give +5 mana regeneration.
-Spellbloom - Fixed mana regeneration of +3
Then there are some spells I'm not sure about:
- Force Field, Hexes, Cone of Cold and Blizzard freezing, Blood Wound - Almost impossible to resist but would this still be the case?
- Regeneration - Is spellpower involved at all? (The wiki is unclear on this.)
But what's really interesting is if certain spellcombo's check your spellpower at all?
- Paralysis Explosion - I've never seen anything resist this, would that still be the case?
-Storm of the Century - Does it always do a certain amount of damage or would it be decreased?
-Improved Reanimation - Do you still get a strong skeleton?
-Entropic Death - Would the parts simply be resisted or do you still get a couple of hundred damage out of it?
A lot of spells not mentioned here use set values for part of the effect so some could still be worth it even with a crappy spellpower.
So please join in and help figure out if this would be a good idea!





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