View Full Version : Numbers! Argh! What do they mean?!
Sillyturtle
09-07-2016, 07:45 PM
Clickbait title!
But I do have a serious question regarding numbers and resists.
So, you find a piece of gear and it says SV fire +7 and you're like "Aww yiss! Fire resistance!" You are now happy that you are, apparently, more resistant to fire.
But by how much? How do resistances work in EQ?
fan D
09-07-2016, 08:16 PM
by 7 more
Wilhelm
09-07-2016, 08:21 PM
by 7 more
Ivory
09-07-2016, 08:35 PM
I took this question to the top gnomish scientists in Ak'anon....what they came up with might shock you.....
http://imgur.com/gMfpdOJ.png
khanable
09-07-2016, 08:45 PM
by 7 more
I took this question to the top gnomish scientists in Ak'anon....what they came up with might shock you.....
http://imgur.com/gMfpdOJ.png
lol
Shodo
09-07-2016, 09:17 PM
http://www.eqemulator.org/forums/showthread.php?t=38673
Not sure how much of that is relevant to p99 since the devs have implemented resist recalibrations over the years, but there were some numbers from "earlier live eras" quoted in the post as well. Too long for me to read it all for you though, sorry :P
paulgiamatti
09-07-2016, 10:05 PM
Good question. I'm no expert on resists as I mainly play melees and hybrids, but I'll throw some info on the table and people can correct me where I'm wrong.
The first thing to know is that the maximum resist cap/resist chance is something like 95%. This means if a resistable magic-based spell is cast on you and your magic resistance is maxed at 255, there's still a 5% chance it will land regardless of the caster's level. If we're scaling linearly assuming 255 is a hard cap, then each point of resistance makes you .4% more likely to resist a resistable spell of that element, meaning 7 points would give you a whopping 2.8% more resistance power. Of course it rarely actually scales linearly because there are always so many different variables in play: your level, the caster's level, the resist check of the spell (if it's a resistable spell), and your resistance. If you're the same level as the mob/player casting on you, then I'm assuming it would scale linearly and each point of resistance would be a steady .4% increase before other factors come into play.
So obviously there are bottleneck points when it comes to resists and levels - I'm assuming the 3-level difference mark is a big one, then probably another at 10, and so forth. All resistable spells have what's called a resist check, ranging from 0 to 300 - I'm guessing that resist checks like those of the Lure line nukes literally just shave that amount off the target's resistance when it calculates a hit/resist, but since Lures are still resistable there's always a 5% chance it will be resisted. Most spells have a resist check of 0, and you can also partially resist most spells which docks some amount off the damage or duration of the spell that lands on you.
Similar to levels, there are also bottlenecks at certain points in the 0-255 resistance scale, although I'm not sure what the hard data is or how the mechanics work for this. 120 MR unbuffed is the entry-level resistance for raiding, and competitive raiding guilds usually require 150 MR minimum, so I'm assuming that when dealing with level 60+ raid mobs, these are points at which the scale slopes upwards. The same can probably be said for 200, and there's speculation that 255 is only a "soft" cap - that if you get to 200 unbuffed, and then add another 100 from buffs, you'll have more resistance power than the 255 displayed in your UI. I've yet to see any substantive evidence to support this theory.
xKoopa
09-07-2016, 11:08 PM
Good question. I'm no expert on resists as I mainly play melees and hybrids, but I'll throw some info on the table and people can correct me where I'm wrong.
The first thing to know is that the maximum resist cap/resist chance is something like 95%. This means if a resistable magic-based spell is cast on you and your magic resistance is maxed at 255, there's still a 5% chance it will land regardless of the caster's level. If we're scaling linearly assuming 255 is a hard cap, then each point of resistance makes you .4% more likely to resist a resistable spell of that element, meaning 7 points would give you a whopping 2.8% more resistance power. Of course it rarely actually scales linearly because there are always so many different variables in play: your level, the caster's level, the resist check of the spell (if it's a resistable spell), and your resistance. If you're the same level as the mob/player casting on you, then I'm assuming it would scale linearly and each point of resistance would be a steady .4% increase before other factors come into play.
So obviously there are bottleneck points when it comes to resists and levels - I'm assuming the 3-level difference mark is a big one, then probably another at 10, and so forth. All resistable spells have what's called a resist check, ranging from 0 to 300 - I'm guessing that resist checks like those of the Lure line nukes literally just shave that amount off the target's resistance when it calculates a hit/resist, but since Lures are still resistable there's always a 5% chance it will be resisted. Most spells have a resist check of 0, and you can also partially resist most spells which docks some amount off the damage or duration of the spell that lands on you.
Similar to levels, there are also bottlenecks at certain points in the 0-255 resistance scale, although I'm not sure what the hard data is or how the mechanics work for this. 120 MR unbuffed is the entry-level resistance for raiding, and competitive raiding guilds usually require 150 MR minimum, so I'm assuming that when dealing with level 60+ raid mobs, these are points at which the scale slopes upwards. The same can probably be said for 200, and there's speculation that 255 is only a "soft" cap - that if you get to 200 unbuffed, and then add another 100 from buffs, you'll have more resistance power than the 255 displayed in your UI. I've yet to see any substantive evidence to support this theory.
this isnt accurate for p99 at all tbh
you can be lvl 60 with 150 MR and get rooted by a lvl 30 mob lol
paulgiamatti
09-07-2016, 11:20 PM
Technically what I'm suggesting is you can be level 60 with 255 MR and there's still a 5% chance a level 1 mob can land something on you. I'm not sure if that's accurate, but it would make sense. If a level 4 mob manages to actually land a root on a level 60 player, it would probably be partially resisted for the maximum amount and only stick for one server tick.
Videri
09-08-2016, 12:14 AM
Once you get a given resist stat to about 100, you have a strong chance to fully resist most spells of that type - if cast by another player. I'm guessing you're on the non-PvP server, though. Unfortunately, mobs seem to be able to land spells better than players.
Your best bet is probably to focus on Magic resist so you can at least have a chance of resisting really bad stuff like root and blind that could mean gruesome death.
You can cure disease and poison, or have a companion cure them, or use a cure potion; so resisting these two is less of a priority. Fire and cold would probably be the next priorities after magic. Wizard mobs in Guk and so on like to cast Ice Comet, so cold might be a good number two.
Beyond that, you can ask for resist buffs, and maybe switch in a few items for certain situations (like if you're about to fight some fiery or icy boss mob, you put on a Crown of the Froglok Kings). If you're in a situation where resists are important, like certain raids, you will hopefully be grouped with a friendly bard whose magical music provides the most powerful resistances.
Sillyturtle
09-08-2016, 01:50 AM
Excellent information. Thanks guys!
Jimjam
09-08-2016, 03:46 AM
What I've read is with 200 resist you are 95% likely to resist a spell from a white con, making each +sv worth ~0.5% resistant. I don't think this is correct. I hope that helps!
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