
Magic Resist

Magic Resist
Base principle
The pair Magical Resist / Magical Accuracy works in the same manner as the pair Block / Accuracy. Said differently, for each 10 points Magical Resist is superior to Magical Accuracy of the attacker, you gain 1% of probability that the spell will fail/fizzle.
Example: Player A has 500 M.Res and his enemy has 345 M.Acc -> (500 -345) / 10 = 15,5 -> Player A “blocks” spells of his enemy with a 15,5% probability.
Differences for specific spells
The tests the group has done in CBT6 mostly utilize the spell Flame Bolt I, an example for a simple spell that only does damage. In consequence, information concerning this spell are precise and the spell works exactly according to the base principle given above. Evidently it’s also the case for all other spells of this kind, thus a big number of them.
It’s says that other tests have been done in order to measure the precision of the spells Restraint, Sleep, Curse: Tree and Ice Chain (effect of freeze only), but they take an insane amount of time to do, because of the long cool-downs. Less could be done, hence our results are imprecise.
What seems certain, is that their success-rate varies in the same way as for simple spells like Flame Bolt. Said differently, if M.Acc of the attacker increases by 100, then the success-rate also increases by 10% for both cases.
What seems less certain, is the existence or non-existence of a malus/penalty for CC. According to their results, Curse: Tree fizzles 10% more frequently than Flame Bolt. The freeze effect of Ice Chain presumably also. The problem is that we have a lack of measurements on this subject. Therefore it is possibly only a false impression, or the malus could employed in places, where we would not expect them. In brief, the last word is not spoken on CC.
Relevance of level
On top of things said before, level has it’s role to play. One can say that it gives a defense bonus to the target, or an accuracy malus/penalty to the attack – never mind. For what is to follow, let’s just say it is a bonus for the defender. Values found:
| Level of Defender | Bonus |
| +2 or less | none |
| +3 | 100 |
| +4 | 200 |
| +5 | 300 |
| +6 | 400 |
| +7 | 500 |
| +8 | 600 |
| +9 | 700 |
| +10 | 800 |
These values translate into an increase of fail-rate by 10%, 20%, 30% etc. of the attacker.
You can see that it has no values for a level difference larger than 10. However, it is certain, that one can’t have a bonus larger than 1000.
The reasoning comes from a test done in last beta: a player of level 1 (very rarely) hits a level 25 player, if the latter has a Magical Resist of 0. This can only be possible for the case effective resistance doesn’t exceed 1000 (taking into account that the attackers M.Accuracy is barely over 0).
All this to say that by logic, one should get a bonus of 900 for 11 levels of difference, later 990 or 1000 (thus 99% or 100%) for even larger differences.



























2 Comments
Hello from Russia!
Can I quote a post in your blog with the link to you?
Yes you can.