110% resistance to physical damage!

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Nighthawk
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110% resistance to physical damage!

Postby Nighthawk » Wed Mar 21, 2001 9:05 am

Playing around with a Barbarian and the Cloak of the Sewers last night I noticed that when transformed into a rat he got 110% resistance to all forms of physical damage (crushing, slashing, piercing, missile).

I didn't get to test it out yet, so I'm not sure exactly what this would mean in a fight...

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Postby Xandax » Wed Mar 21, 2001 11:09 am

I haven't tested it - but if the game counts it - and why shouldn't it - you'd be invulnerable to physical damage (like having 100+ fire resistant - you're invaluable to fire)
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Postby Genesis » Wed Mar 21, 2001 11:21 am

You are correct a barbarian changed into the rat will have more than 100% resistance to physical damage. This is because you already have 10 or 15% resistance, changing to a rat adds another 90% or so. This is very handy for a solo barbarian or for me a duet with jahaira. because I can be the tank while she lays down the law!! plus i can still attack and nice damage as a rat...go figure...

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Postby Loredweller » Wed Mar 21, 2001 11:22 am

Not true enough. Cannot explain shortly, there are more capable for it, but, alike with 100% magical resistance or 100%+ thieving or hiding ability there is a chance you can be hit. Anyway there is dice rolled and your opponent may be lucky enough or have THAC0 low enough. Immunity to non-magical weapon is quite a different thing.
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Postby Genesis » Wed Mar 21, 2001 11:36 am

@loredweller

Umm no...with 100% magical resistance...what spell hit you?

When i played my solo monk he was at almost 80% magic resistance by the end and he almost never got hit with any spell...they all just bounced off..so I'd bet with 100% you would be unable to take magic damage.

my barbarian changed to a rat currently has about 110% resistance to physical damage...i haven't seem him take any damage from weapons...only spells.

Additionally if you use the polymorph self spell and change to the jelly you have 100% immunity to piercing, slashing etc...i've never taken physical damage there either..except for crushing i believe that the jelly doesn't have 100% in

[This message has been edited by Genesis (edited 03-21-2001).]

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Postby Kovi » Wed Mar 21, 2001 11:39 am

Immunity to some kind of damage means that you suffer no damage when hit (with a specific type of attack).
The cleric could easily have total immunity to most damage with a couple of armour of faith (the spell is buggy and the effects are aggregated).

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Postby Nam va deRouge » Wed Mar 21, 2001 11:43 am

100% resistance means you dont get hit unless your foe rolls a 20, a critical hit.
even if you are 100% magic resistance, spells which have none saving throws do damgae. magis missile for one. (i think)
im pretty sure even if you are over 100%, it only counts as 99%, as there is always a chance to be hit.
if you are immune on the other hand (immune and 100% isnt the same thing) you dont get hit. monks are immune to non-magical weapons at lvl 21, and doesnt take damage from it.

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Postby Genesis » Wed Mar 21, 2001 11:45 am

@Nam

you are probably right...however there is only one damage dealing spell with no saving throw...horrid wilting...and i guess wearing the cloak of mirroring it never hit me either...or something, cause i never took any spell damage by level 21.

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Postby Kovi » Wed Mar 21, 2001 12:05 pm

It seems that there is a little confusion with those resistances. Melee or ranged weapon:
hit dice: thac0 vs AC ->
if hit: check immunity ->
if not immune: do damage ->
effective damage = weapon damage * damage resistance%
(some weapons do multiple damages)

Spells:
spell cast ->
if "effected": magic resistance ->
if not resitent: check immunity (SI, GI, etc.) ->
effective damage = spell damage * damage resistance%
(most spells deal 2 part of damage and one of them can be saved)

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Postby Kovi » Wed Mar 21, 2001 12:07 pm

Horrid Wilting also has 1/2 saving. Though it is still the best damaging spell.

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Postby mizuno » Wed Mar 21, 2001 12:11 pm

u could be hit be lower resistance(no saving throw) and now you are easier to be hit

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Postby Loredweller » Wed Mar 21, 2001 12:12 pm

Originally posted by Genesis:
@loredweller

Umm no...with 100% magical resistance...what spell hit you?

Int Drain from Mind Flyer in their dungeon (if i recall right it is rolled only as 3d4+5) , there had been some more occasions i couldn't remember for sure. Oh, yes, Elder Beholder got me by Imprisonment once, had to reload. Even had the cloak on me Image
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[This message has been edited by Loredweller (edited 03-21-2001).]
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Postby Genesis » Wed Mar 21, 2001 12:28 pm

Int drain from mindflayers cuts through any kind magic resistance as it works as long as they roll enough to hit you. Even drizzt would fall if they manage to hit him.

the cloak sometimes allows certain spells to get through...might be a bug or not...i'm sure i saw that somewhere on this board.

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Postby Loredweller » Wed Mar 21, 2001 12:32 pm

Well, it is said it do not protect from nondamaging spell such as hold. So int drain do not damage you Image
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Postby Nighthawk » Wed Mar 21, 2001 1:16 pm

As has been said, 100% means total immunity. Don't know what I was thinking, somehow I was hoping I would actually take negative damage.

As far as Mind Flayer Int drain goes, that isn't a spell so it will get through resistance to magic or even a Protection from Magic Scroll. Same thing goes for Vampire level drain (although it's common for Monks to wear the Amulet of Power to protect from that).

As far as I know, then only spell that can get through 100% magic resistance is Imprison. Maze may work as well. For some reason these don't check resistance before taking affect...I guess they work around the character rather than working on him.

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Postby Sir Percy » Wed Mar 21, 2001 11:49 pm

Originally posted by Nighthawk:
As has been said, 100% means total immunity. Don't know what I was thinking, somehow I was hoping I would actually take negative damage.


That's what *should* happen, ie, you should be *healed* 15% of the damage.

This is the case with elemental immunities, at least.

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Postby Xandax » Thu Mar 22, 2001 1:43 am

Originally posted by Kovi:
It seems that there is a little confusion with those resistances. Melee or ranged weapon:
hit dice: thac0 vs AC ->
if hit: check immunity ->
if not immune: do damage ->
effective damage = weapon damage * damage resistance%
(some weapons do multiple damages)
<snip>


Right - resistant to physicle damages has noting to to with thac0 or critical hits.
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