#1




How does Resistance work?
There is much talk about the "off" stats helping against the other classes, Resistance, Defense & Evasion. But how does it help? Does it reduce damage by that amount or is there a formula? Knowing more of how the "off" stats work would help us decide how best to use them.
Exp. Just what good does Resistance do when fighting a Mage, they are going to hit you either way, wouldn't you be better off just raising your Armor &/or Con? 
#2




If you hover your mouse cursor over the applicable resistance, it informs you that 1/20th of the total stat is how much decrease is applied to the damage formula.
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ElDugan (04082012) 
#3




Well, I did that but all it shows is how they come up with the resistance number from the stat, which is 1/2 the stat. not 1/20 th.
> Resistance = Stat / 2 Plus, I still don't see resistance, defense or evade mentioned in the damage formula. > Damage = Weapon damage * (1 + Stat / 10) Is it subtracted or maybe a percentage reduction? See screen shots. 
#4




This is the way I would think they work resistance would give you a better resistance to mage attacks which means less damage.
evasion would be that it is harder for scouts to evade you hence you get more hits then if dex was lower and defense would give you the str to take a hit and take less damage from a warrior. reason though it is better to build main stat then your off stats is that it takes 2 points to bring one of them up one point in evasion, resistance, or damage then to build up main stat which only takes one point to bring it up one point in evasion, resistance, or damage depending on your class. I hope this helps you somewhat understand why to build the off stats but why we don't build them up as much as our main one.
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#5




My observations on how resistance works is based on what happens when I "drop weapon" to assist lower level players with Scrapbook.
Resistance value seem to lower your opponents main stat before damage is calculated eg. I have a Strength of 1000 which gives me a Defense of 500 when fighting a warrior of 2000 strength his damage is actually calculated at 1500. So Damage formula would be Damage = Weapon Damage * [1 + (Stat  Resistance/Evasion or Defence)/10] It is most notable with lower leveled players of the same class as you if their main stat is less than half of yours you cannot lose and they tend to strike for 0 damage. As for how important it is, it should be your lowest priority but should not be ignored.
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#6




Interesting, it would seem that Scouts & Warriors would be wise to put some points into Resistance (Int.) because they can't evade or block Mages.
Where as Mages, who can't evade or block anything, might want to put some points in both Defense (Str.) & Evade (Dex.). So now I'm wondering if Defense & Evade increases the chance to Block & Evade for the Scouts & Warriors as well as reducing damage if they do get hit? 
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ElDugan (04082012) 
#7




Nope. The warrior's chance to block, as per the game manual and the items you see is a set % based on the shield. For a scout, their chance to evade a hit is a set 50% for all levels 10+ as per the game manual and game mechanics. There is NO bonus gained to either of these from stats, potions, items not listed, etc.
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#8




I pointed out that Bullbound's 1/20th was wrong, it turns out that he is using an different damage formula than Deadmeat. The only thing he was wrong about was how the game shows it, which is as 1/2 the attribute not 1/20th.
Bullbound's Formula: Damage = (weapon damage) * (1 + (my primary attribute)/10  (enemy value of my primary attribute)/20) Deadmeat's Formula: Damage = Weapon Damage * [1 + (Stat  Resistance/Evasion or Defence)/10] The important thing to remember is both formulas give you the same result. 
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ElDugan (04082012) 
#9




Quote:
Since the new interface came out, I've been losing a higher percentage of battles than expected. Significantly higher. As a Mage with a higher Int than my target, I've always calculated a multiplier advantage against this opponent: (his Int = 10,135)  (my Int = 11,304) / 2 => 10135  5652 = 4483 his weapon range = 944  2,700 his guild multiplier = 1.27 From the formulas above, this would lead to: Max damage on character sheet = (1 + 1013.5) * 2700 * 1.27 = 3,478,720 Max damage vs Me = (1 + 448.3) * 2700 * 1.27 = 1,549,650 Max crit vs Me = 2 * 1,549,650 = 3,081,300 From a battle logged at 5.2.15 09:39: First round crit = 3,212,344 Second round crit = 5,455,781 = 1.4 * 3,896,986 (or sqrt(2) * 3,857,820) ... I died there. Notice how the first round crit was higher than the calculated max? Notice how the second round crit was 25% (!) higher than the calculated max, after adjusting for the "per round" multiplier? I'm not sure if the damage multiplier per round is a flat 1.4, or if it's sqrt(2), which rounds to 1.4, but something's clearly changed. The Max Damage shown on the character sheet is spoton matching the formula. This leaves a few options: 1. Either the damage multiplier for a crit has been changed to something higher than 2 2. Or crits now ignore Resistance 3. Or every attack now ignores Resistance 4. Or Resistance is not subtracted from Int the way we always thought it was 5... a final option: the Portal Bonus might be multiplying Primary Stat before subtracting Resistance. This is *not* the formula listed on the Character tooltip, but there is nothing guaranteeing that the people coding the new website used the same formula as the one on the tooltip: His Int * 1.27 = 12871.45 Max damage on character sheet = (1 + 1287.145) * 2700 = 3,477,992 (not 3,478,720) Max damage vs Me = (1 + 721.9) * 2700 = 1,951,830 Max crit vs Me = 3,903,660 Under scenario 5, his crit in round 2 is extremely high ... but still possible. Your thoughts? 
#10




More data:
In an attack just now (log dated 5.2.15 11:12 on s1.sfgame.us), "Nargoth" hit "Son of Dog" for 2,017,963 in Round 1 with a basic, "noncrit" attack. From the math in my post above, this simply is not possible if my Resistance is subtracted from Nargoth's Primary stat. Conclusion: Resistance doesn't do what it used to do. 
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