I am currently playing SoA w/ ToB installed and I am noticing a problem with magic resistance. It appears that if the casomyr is put on last or if one reloads (continues from a save) the magic resistance is set to 50% despite having previous magic resistances on.
For example, I am currently playing a Cavlalier w/ the ring of Gaxx (10%) and the green amulet (10% magic resistance). Therefore my cumulative resistance should be 20%. However, when I put my Casomyr on, I get 50% magic resistance instead of the 70% I should be getting.
I have found an annoying fix to this. Before fighting or at anytime check the magic resistance to verify if it should be what it is. If not, put the other items back on. For example take the ring of Gaxx off and put it back on the character. DO not do so for the Casomyr, because it just overrides the resistance again. Do this for all the magic resistance items involved w/ the char holding the Casomyr.
If anyone has found a solution to this bug, or has noticed something similar please reply. I don't want to think I am the only one w/ this problem.
ToB Bug? w/ Casomyr
ToB Bug? w/ Casomyr
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- velvetfreak
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It's not a bug (at least I don't think it is). Carsomyr sets your MR to 50%, it doesn't add it. I'm fairly sure I could post a Carsomyr that adds 50% MR... if you don't mind unbalancing the game any further...
I take it the general consensus is that all MR should stack. Poll? Do you agree?
I take it the general consensus is that all MR should stack. Poll? Do you agree?
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- velvetfreak
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Well that was easy 10-second job. The MR type changed from "Set" to "Inc/Dec" should do the trick. Until I get around to sticking it on some website, please email me for it.
I'm still interested in people's ops. on stackable MR in general though. Should Carsomyr's MR be reduced, for example?
vf
I'm still interested in people's ops. on stackable MR in general though. Should Carsomyr's MR be reduced, for example?
vf
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- Lucian_Garland
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It is indeed not a bug I talked with Kevin D about this earlier in the year and he found out that (according to Bioware) Carsomy sets your resistance to 50% it does not add to it. Kevin suggested simply reequipping your magic resistance adding items afer you have equipped Carsomyr.(i know its a pain)
I could have fixed it so it added to MR but did not want to unbalance the weapon...
I could have fixed it so it added to MR but did not want to unbalance the weapon...
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- Lucian_Garland
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- velvetfreak
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Yeah - I'll explain why I think it's not a bug...
Like I said, it was an easy mod, 1 little parameter. The danger with having the effect stackable was that it's adding so much MR that the character becomes immune. 50% is a lot. Bioware would have got cold feet about that, and decided against making it cumulative - as would I, for the record. But I'm happy to give this item to people who want it - if you're doing a ritual of re-equipping items already, what's the point? Grab the mod off me and be done with it, save yourself the headache.
Where I think the real bug is, is in the way MR is handled. Ideally, there should be two types of MR, cumulative and set. In the set MR, the highest value wins. In the cumulative MR, the values add up. Then the highest of the two MR values wins. Clear as mud?
In Bioware's defence, their basic objective was probably met, that MR works at all. They got a basic system working - last item wins. If it's a set MR it disregards current value. If it's Inc/Dec MR it adds to the current value. That was probably good enough for them. I mean, imagine an office wall covered corner-to-corner with butcher paper with 500 implementation tasks. That's probably what it was like. A more sophisticated MR implementation would have been pretty low on the list.
Like I said, it was an easy mod, 1 little parameter. The danger with having the effect stackable was that it's adding so much MR that the character becomes immune. 50% is a lot. Bioware would have got cold feet about that, and decided against making it cumulative - as would I, for the record. But I'm happy to give this item to people who want it - if you're doing a ritual of re-equipping items already, what's the point? Grab the mod off me and be done with it, save yourself the headache.
Where I think the real bug is, is in the way MR is handled. Ideally, there should be two types of MR, cumulative and set. In the set MR, the highest value wins. In the cumulative MR, the values add up. Then the highest of the two MR values wins. Clear as mud?
In Bioware's defence, their basic objective was probably met, that MR works at all. They got a basic system working - last item wins. If it's a set MR it disregards current value. If it's Inc/Dec MR it adds to the current value. That was probably good enough for them. I mean, imagine an office wall covered corner-to-corner with butcher paper with 500 implementation tasks. That's probably what it was like. A more sophisticated MR implementation would have been pretty low on the list.
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