Difference between revisions of "Resistance (Mechanics)"
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So 75% resistance to Sleep duration, for example, would ''not'' cause all Sleeps to affect the character for only 1/4 of their normal durations. Their durations would be divided by 1.75, which is roughly only a 43% reduction. | So 75% resistance to Sleep duration, for example, would ''not'' cause all Sleeps to affect the character for only 1/4 of their normal durations. Their durations would be divided by 1.75, which is roughly only a 43% reduction. | ||
− | More importantly, the formula means that ''achieving 100% or more resistance to effect durations does '''not''' cause them to end instantly''. 100% resistance actually only cuts their durations in half. 200% would cut it to a third, 300% would cut it to a fourth, and so on. | + | More importantly, the formula means that ''achieving 100% or more resistance to effect durations does '''not''' cause them to end instantly''. 100% resistance actually only cuts their durations in half. That is currently the best reduction that can be achieved due to maximums on mez resistance. If higher values were possible, 200% would cut it to a third, 300% would cut it to a fourth, and so on. |
=== Source === | === Source === |
Revision as of 18:53, 21 July 2007
Definition
Resistance
In general terms, resistance to an effect reduces its potency but does not make it less likely to occur.
- Resistance to damage reduces the amount of damage suffered. Tankers and Brutes can get up to 90% resistance to any type of damage, Kheldians can get up to 85% resistance to any damage type, and all other archtypes can get up to 75% damage resistance to any damage type.
- Resistance to a debuff reduces the amount of the debuff.
- Resistance to knockback reduces the knockback distance.
- Resistance to a status effect causes that status to wear off faster.
- Note: Many powers are described in the game as providing Resistance to knockback or status effects when they actually provide Protection.
Formulas
Resistances to damage and debuffs follow the formula
- SufferedAmount = AppliedAmount × (100% – TotalResistance)
For example, 75% resistance to fire damage would stop 75% of all fire damage that hostile powers try to apply to a character, allowing only 1/4 of it to affect him or her.
Resistance to status effects follows a different formula:
- SufferedDuration = AppliedDuration / (100% + TotalResistance)
So 75% resistance to Sleep duration, for example, would not cause all Sleeps to affect the character for only 1/4 of their normal durations. Their durations would be divided by 1.75, which is roughly only a 43% reduction.
More importantly, the formula means that achieving 100% or more resistance to effect durations does not cause them to end instantly. 100% resistance actually only cuts their durations in half. That is currently the best reduction that can be achieved due to maximums on mez resistance. If higher values were possible, 200% would cut it to a third, 300% would cut it to a fourth, and so on.