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question: how does magic resistance work?
Posted: Wed Sep 12, 2001 11:19 am
by UserUnfriendly
I am going to whomp silver dragon to get blood, and make the human flesh armor.
This will bring viccy dearie up to 100% magic resist, with shield of lost and amulet of 10% magic resist and I sorta got over being ughed about it.
Anyway, we all know and hate golems with 100% magic resist and know how their magic resist works, just about nothing will kill them except rod of absorbtion, melf or energy blades. but say you have kelddy with 50% magic resist. does this mean he will resist 50% of damage or make his saves half the time?
pls clarify.
I also have a recipe for the second best, or best summon in the game.
Save all the mind control circlets from mind flayer dungeon in underdark. cast gate, and control pit fiend!
Possibly better than planetar in underdark, and having a pit fieldn on leash is a great feeling!
Also discovered best way to kill off those annoying npcs that you decide was a mistake.
have haer dalise or anomen or jan in the astral prison equipp a mind control circlet.
immediately turns hostile, and the rest of your party will attack.
"Great fun, eh boo?"
Posted: Wed Sep 12, 2001 11:57 am
by dimon37
if you have magic resistance x%, it means the spell, that does not ignore the resistance has x% chance of not affecting you at all. But some spells ignore MR, like imprisonment.
Posted: Wed Sep 12, 2001 1:29 pm
by UserUnfriendly
Thats kinda what I suspected. good to get confirmation, tho.
Thanks!
Posted: Wed Sep 12, 2001 1:34 pm
by MegaToerist
Magic Resistance (MR) is a special shield that protects a character against harmful magic. That character has an innate shield that sometimes reflects magic directed towards the character. This shield can be lowered at will, e.g. when receiving curing spells,... When the resistance shield is not powerful enough to protect the character, the penetrating spell has its normal effects...
This is a more colorful explication of how MR works. In game stats:
1) When a spell is cast at a resistant character, MR is checked, but only if the spell is offensive (otherwise, healing and protective spells might fail). There are some spells that ignore this step, but those spells have that effect mentioned in their description.
2) If the MR check was successful, nothing happens: the spell has totally no effect on the character. Otherwise, proceed to step 3.
3) The spell resolves normally, allowing the targetted character any applicable saves (modified by other protective effects such as Rings of Protection, Magical Armor,...)
An example: A character with a 50% MR has a spell cast at him that allows a save vs. spells to negate any effects. The character's save vs. spells value is 6. First, the spell must bypass the MR shield, which it has a 50% chance to do. Then, if the shield has been breached, the character gets to save, with a 75% chance of succes. So the spell has only a chance of 12.5% (.5*.25) of affecting the targetted character.
If the MR were 80% and the save value 11, the total odds of being affected would be 10% (.2*.5)
Hope this helps,
Geert
Posted: Wed Sep 12, 2001 1:59 pm
by UserUnfriendly
Cool!!!!
Vicy will get crom feyr and foa!
I know, this is a comical image, but with shield of the lost,
human flesh aromr, ICK!
amulet of +10% magic resist, she has total 100% magic resist. llok out spell casters! viccy is coming for you!
oh yes, also +4 to saves!
Keldorn and his stinking 50% magic resit with holy avenger? Don't make me laugh!
Posted: Wed Sep 12, 2001 2:08 pm
by Craig
How did you work out the chace for it to work?
Posted: Wed Sep 12, 2001 3:28 pm
by Xyx
To add to the MR thing: Magic Missiles are resisted per missile (but you probably already noticed).
Originally posted by UserUnfriendly:
<STRONG>Save all the mind control circlets from mind flayer dungeon in underdark. cast gate, and control pit fiend!</STRONG>
I had my clones hand out Control Circlets like crazy during my last solo! Works great, though a big stack of Time Stop and Horrid Wilting scrolls works better. The circlets don't work on several of the more powerful enemies (from what I noticed: Bodhi, Irenicus and his Demon buddies in Hell). The Circlets are certainly worth hanging on to.
Did you really manage to charm a Pit Fiend?
Originally posted by UserUnfriendly:
<STRONG>Anyway, we all know and hate golems with 100% magic resist and know how their magic resist works, just about nothing will kill them except rod of absorbtion, melf or energy blades.</STRONG>
Actually, I bashed each and every type of Golem in SoA to pieces with the Flail of Ages. Azuredge also works great on Iron Golems that get stuck.

Posted: Wed Sep 12, 2001 6:04 pm
by UserUnfriendly
Too true, but I run a meelee light party, little or no bash chars.
I usually use m swords, with a little hand to hand if clay golems.
I think my point though that making viccy like a clay golem with 100% magic resist will be an evil char.
viccy has base 65% magic resist, being a drow wench and all,
flesh armor is +20% and +4 saves!
5% from shield of lost
10 from amulet in underdark, 100%!!!
yikes! this is as good as a kick ass undead slayer/thief cheat!
another person, could be xyx, craig, mentioed dire charming kangaxx!
I suspect it will work on a pit fiend, but don't know yet. What a sight along the streets of athlanka, eh?
There goes userunfriendly, with his pet pit fiend!
Oh no, it just ate the bakers cat!
Oh no, it ate the baker too!
Rats, it ate the bakers shop!
Don't even mention taking it to the vet to be spayed...