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About magic resistance

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lompo
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About magic resistance

Post by lompo »

Just a few questions:
1) which is the difference between magic resistance (as stated in Carsomir, ring of Gaax etc.) and resistance to magic damage (as stated in belt of inertial barrier)?
2) what happen if your magic resistance excedes 100%, I read that for other resistance you actually get healed ?
3)My inquisitor is wearing the ring of Gaax while holding Carsomir, so my macic resistence should be 60%, but in the character info screen it says 50%, what's happening?
Thanks
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Stilgar
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Post by Stilgar »

1: Magic resistance, makes you resistend to magic, so spells like maze mm etc. have less chance to work on you
resistance to magic damage reduces the damge taken from spells as magic missile

2: don't know, i do know that if you have 110% fire resistance fire will heal you (some golems have it)

3: Don't know, should work (i believe), try re-equipping the items!
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Phantom Lord
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Post by Phantom Lord »

Carsomyr seems to have a bug. If you equip Carsomyr (or switch to it as the primary weapon) your MR is set to 50%, no matter what other items you wear. If you now unequip and re-equip eg the Ring of Gaxx, the proper value of 60 is applied. Works the same with all MR-increasing items.

I haven't found a solution for this yet, maybe there is a patch?
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Post by Sojourner »

1) Resistance to magic damage reduces the amount of damage you take from magic, ie. magic missile, Abi-Dalzim's Horrid Wilting, etc. Resistance to magic, on the other hand, is the ability to shrug off magical effects, including non-damaging spells, such as hold, charm, etc.

2) Theoretically, having a magic resistance greater than 100% should cause your PC to heal whenever he's hit with magic damage, but I've never tested to see if it had to be magic damage, or if elemental damage would work, too.

3) Carsomyr sets your base resistance to 50%, so you have to equip it first, to get the magic resistance from other items to stack with it.
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Silvanerian
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Post by Silvanerian »

A magic resistance greater than 100 does not grant healing effect when stuck by magic damage as elemental resistance does - which is a bug by the way.

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Rob-hin
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Post by Rob-hin »

I was a wizzard slayer with more the 100% magic resistance. In the beginning it's fun, but it makes the game waaaaay to easy since opponents don't know what to do about it most of the time :rolleyes: .

I had battles where I was just standing there waiting till the opponent had no spells left, then it's butt kicking time!! (Then I reloaded and played it again because that's more fun)
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quentin
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Post by quentin »

The confusion here seems to stem from what the difference between Magic Resistance and Magic Damage Resistance is.

Magic Resistance is a probability. It represents the chance a character has to completely "avoid" or "block out" the effects of a spell. A magic resistance of 10% means that there is a 1 in 10 chance that a spell will be bounce harmlessly off the character. The rest of the time, the spell works just like normal. Magic Resistance is a very powerful thing -- at high levels of Magic Resistance (100%), you essentially become immune to all magic (with the exception of a very small handful of spells that bypass magic resistance, such as Imprisonment).

Magic Damage Resistance is different. It represents a percentage of damage that gets "absorbed." With a 50% Magic Damage Resistance, a spell like Abi-Dalzim's which may have done, say, 60 damage will now only do 30. However, it is important to remember that spells like Fireball, Flamearrow, Cone of Cold, Chain Lightning, etc. etc. do not deal "magic damage", they deal "elemental damage."

So to answer your original question: having a Magic Resistance of greater than 100% shouldn't (and doesn't) do anything -- 100% already means that you block out spells 100% of the time, there is no such thing as a probability greater than that.

However, having a Magic Damage Resistance greater than 100% can produce interesting side effects -- you can actually be healed by magic damage! So if you had a Magic Damage Resistance of 150%, a magic missle or a skull trap would actually heal you!

A similar technique I occasionally use is to have Jahiera wield the Club of Detonation and wear lots of fire resistant gear (Red Dragon Scale, Helm of Defense, Ring of Fire Control). She gets her Fire Resistance up into the 150% range, and when the Club Explodes it actually HEALS her!! You gotta love it!
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Nightmare
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Post by Nightmare »

On Carsomyr...

Carsomyr sets magic resistence to 50%. And its the way its supposed to be (probably for game balance).
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Post by DaringCommander11 »

From what i've heared, Magic Resistance can't exced 75% for game balance reason.
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Post by Xyx »

I've only actually seen fire damage heal someone with over-the-top resistance. I tried a number of other damage types, but no "luck".
Originally posted by DaringCommander11
From what i've heared, Magic Resistance can't exced 75% for game balance reason.
Wizard Slayers and Monks do not get innate resistance much higher than this, but items still stack on top of that.
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Post by Rob-hin »

Originally posted by Xyx

Wizard Slayers and Monks do not get innate resistance much higher than this, but items still stack on top of that.
Yep, I had MR of 127 or something.. no fun though (to easy).
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