Resistances: Difference between revisions

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== Types of Resistances ==
== Types of Resistances ==


Resistances represent your ability to withstand certain elemental attacks. Since six different types of such non-physical attacks exist in the game, there are six corresponding types of resistances:
Resistance represents your ability to withstand elemental attacks. There are six elements in the game and six corresponding Resistances.
* [[File:Fire.png|16px]] - Resistance against [[Fire]]
* [[File:Fire.png|16px]] - Resistance against [[Fire]]
* [[File:Cold.png|16px]] - Resistance against [[Cold]]
* [[File:Cold.png|16px]] - Resistance against [[Cold]]
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* [[File:Death.png|16px]] - Resistance against [[Death]]
* [[File:Death.png|16px]] - Resistance against [[Death]]
* [[File:Poison.png|16px]] - Resistance against [[Toxic|Poison]]
* [[File:Poison.png|16px]] - Resistance against [[Toxic|Poison]]
* [[File:Holy.png|16px]] - [[Spirit]] resistance (aka Mental Shielding)
* [[File:Holy.png|16px]] - Resistance against [[Stun]] and [[Paralysis]].


The first five resistances behave in very much the same way, providing a percental reduction of the damage inflicted by the respective element. The last one, [[Spirit]] resistance, is a bit special. It represents the general ability to resist certain mental assaults, from which only [[Stun]] (not being able to move) and [[Paralysis]] (not being able to move for a very long time) are currently implemented in the game. More nasty attacks on the character's mind may be introduced in future releases and will also be covered by [[Spirit]] resistance.
The first five resistances (Fire, Cold, Shock, Death, Poison) reduce incoming damage. In contrast, [[Spirit]] resistance increases you ability to withstand [[Stun]] and [[Paralysis]] attacks.  


== The Meaning of Resistance Values ==
Fire, Cold, Shock, Death and Poison Resistance provide damage reduction through a non-linear equation that offers diminishing returns for higher resistance values. Lower values provide 1 percentage point of damage reduction, while higher amounts will provide 1/2, 1/3 and 1/4 of a percentage point of damage reduction, respectively. A break down is below:
<!--
public static int getEffectiveResistancePercent(int resistance){
      if (resistance==0)
        return 0;
           
      int result=0; //no resistance
     
      if (resistance<=50){       
        result=resistance;           
      }else if (resistance<=80){            //between 51 and 81, +1% for each 2 points
        result=50+  ((resistance-50)/2);           
      }else if (resistance<=110){           
        result=65+  ((resistance-80)/3);  //between 81 and 110, +1% for each 3 points     
      } else{
        result=75+ ((resistance-110)/4);  //past 110, +1% for each 4 points. Immunity at 210
      }
           
      return result;
  }
-->One may be tempted to take the resistance values displayed in the [[Character Sheet]] for pure percentages that reduce the corresponding damage. This however, is misleading, as becomes obvious when a resistance is boosted above 100 and elemental damage is still received. In fact, the resistance values can directly be interpreted as percentages only up to a value of 50. After that, a mechanism kicks in which multiplies every additional point by a penalty factor of 1/2 for values 51 to 80, 1/3 for values 81 to 110, and 1/4 for every value above 110.


Some examples for clarity:
Resistance values between 0 and 50: Each Resistance point provides 1.0% of damage reduction.
* Resistance value of '''50''' - Damage reduction by '''50%''' (''half damage'')
Resistance values between 51 and 80: Each Resistance point provides 0.5% damage reduction.
* Resistance value of '''86''' - Damage reduction by 50% + 30%/2 + 6%/3 = '''67%''' (''one-third damage'')
Resistance values between 81 and 110: Each Resistance point provides 0.33% damage reduction.
* Resistance value of '''110''' - Damage reduction by 50% + 30%/2 + 30%/3 = '''75%''' (''one-quarter damage'')
Resistance values between 110 and 210: Each Resistance point provides 0.25 damage reduction.
* Resistance value of '''210''' - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = '''100%''' (''immunity'')
At a Resistance value of 210, 100% damage reduction is reached making the player immune to that damage type.


Note that when the residual damage is calculated, the final result is rounded to the next-smaller integer value, effectively granting immunity as soon as the damage drops below 1. When wearing specific equipment, it is possible to have negative resistance values. In those cases, the same rules apply, but instead of reducing the damage by a certain percentage, it is effectively enhanced.
Some examples:
Resistance value of 50 - Damage reduction by 50% (half-damage)
Resistance value of 86 - Damage reduction by 50% + 30%/2 + 6%/3 = 67% (one-third damage)
Resistance value of 110 - Damage reduction by 50% + 30%/2 + 30%/3 = 75% (one-quarter damage)
Resistance value of 210 - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = 100% (immunity)


Further note that, strictly speaking, the aforementioned is only valid for the first five elemental resistances, where the corresonding damage can directly be reduced/enhanced by a specific amount. As was mentioned above, [[Spirit]] resistance is somewhat special and behaves differently, as [[Stun]] and [[Paralysis]] deal no direct damage (instead, one simply gets beaten to death while hanging out for a while). The percentage value is still calculated as described above, but is now split up into two halves to effectively define three outcomes of each attempt:
The above calculations show the following thumb-rules:
* With a chance of 100%-(your spirit resistance score), one receives the full blow, getting properly stunned/paralyzed. (For example, if you have a 40 spirit resistance score, the odds of this happening are 100-40='''60%''')
50 Resistance for half-damage.
* With a chance of (your spirit resistance score)/2, one partially resists the effect, getting stunned/paralyzed only half the normal period (i.e. getting only half beaten to death).  (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')
86 Resistance for one-third damage.
* With a chance of (your spirit resistance score)/2, one completely resists the effect and takes no harm. Time for revenge. (For example, if you have a 40 spirit resistance score, the odds of this happening are 40/2='''20%''')
110 Resistance for one-fourth damage.
210 Resistance for full immunity.
 
Note: Damage calculations are rounded down. Thus an incoming attack that would do 7.25 points of damage, will only do 7 points of damage.
 
Negative Immunity: Some equipment, such as [[Primal Ice]] provides a negative Resistance Value. If a player's final Resistance is negative, damage is increased, not reduced. The same equation above is used. This having -40 Resistance would increase incoming damage by 40%, and having -210 would double incoming damage.
 
== Stun and Paralysis Resistance ==
 
[[Spirit]] resistance behaves differently than the other resistances. The same percentage calculation is done above, but rather than reducing damage, the calculated percentage is used to assign odds for the outcome of a [[Stun]] or [[Paralysis]] attack. Stun and Paralysis attacks are the same, expect that paralysis attacks last a lot longer and are impacted differently by the Warrior Skill [[Infantry Training]].
 
When you character is hit by a Stun or Paralysis attack, one of three outcomes will occur:
1) You receive the full blow of the [[Stun]] or [[Paralysis]] attack. You are stunned / paralyzed for the entire duration. You character cannot move or take action while in stunned / paralyzed. Note: passive abilities such as the Cleric's skill [[Intervention]] will still work.
2) You partially resist the effect and are stunned / paralyzed for half the normal period.
3) You fully resist the effect. You are not stunned / paralyzed at all.
 
Outcome 1, taking the full effect of stun / paralyze attack occurs with the chance of (100% - Calculated Spirt Percentage).
Outcome 2, taking half effect of the stun / paralyze attack occurs with the chance of ( Calculated Spirt Percentage / 2).
Outcome 3, taking no effect of the stun / paralyze attack occurs with the chance of (Calculated Spirit Percentage / 2).
Note: The chances of Outcome 2 and Outcome 3 are the same.
 
Example:
 
If you have a Spirit Resistance of 86, you get a Calculated Spirit Percentage of 67%. That's based on 1% per point up to 51, and 0.5% for each point between 51 and 86. Using that 67% value, we get the following:
 
Chances of Outcome 1, taking full effect of the stun / paralyze attack: 100% - 67% = 33%.
Chance of Outcome 2, taking half effect of the stun / paralyze attack: 67%/2 = 33.5%
Chance of Outcome 3, taking no effect of the stun / paralyzed attack: 67%/2 = 33.5%%
 
This means a player with a Spirit Resistance of 86, still has a combined 66.5% chance of getting partially, or fully stunned / paralyzed.  
 
If we use a Spirit Resistance of 22, we a Spirit Percentage of 22, and the following:
 
Chances of Outcome 1, taking full effect of the stun / paralyze attack: 100% - 22% = 78%
Chance of Outcome 2, taking half effect of the stun / paralyze attack: 22%/2 = 11%
Chance of Outcome 3, taking no effect of the stun / paralyzed attack: 22%/2 = 11%
 
This means a player with a Spirit Resistance of 22, has a combined 89% chance to get partially or fully stunned / paralyzed.
 
Warriors that have the skill [[Infantry Training]] reduce their paralyze time by half. If they take full effect (Outcome 1), they will only be paralyzed for half the duration (1 x 1/2 = 1/2). If they partially resist the attack (Outcome 2), they will only be paralyzed for one-quarter of the duration ( 1/2 of 1/2 = 1/4). Warriors with Infantry Training are immune to stun.
 
A character can still get hit with a new stun / paralyze attack while they are stunned / paralyzed. This can result in a character being chain stunned or chain paralyzed. This can prove frustrating and fatal against strong enemies that hit with frequent paralyzing attacks.


== Enemy Resistances ==
== Enemy Resistances ==


So far only resistances of the player character have been considered, but most enemies possess some sort of resistance as well. This means that they can absorb a certain percentage of a specific elemental damage (provided one uses a weapon dealing such). Some creatures even get healed from certain elements, so be aware. If green sparkles appear above the enemy at each blow, it's definitely time to grab some other weapon. On the other hand, they may also have weaknesses (expressed through negative resistance values), effectively boosting the damage they receive from a certain elemental attack.
Most enemies possess some sort of elemental resistance and will benefit from damage reductions in elemental attacks using the same equations as above. Conversely, numerous enemies have elemental weaknesses. They will take more damage from certain elemental attacks. The amount of extra damage is determined by the same equations as above as well.
 
Lastly, a few enemies are healed by elemental attacks. Examples include Fire Elementals being healed by fire attacks, Ice Elementals being healed by cold attacks. Enemies that are healed by an attack will have green sparkles appear above them during the attack animation. All enemies that are healed by elemental attacks seem to receive 100% of the attack as healing.  
 
For detailed information on the resistance values of the individual enemies, see the corresponding entries in the [[Beast Table|Bestiary]].  


For detailed information on the resistance values of the individual enemies, see the corresponding entries in the [[Beast Table|Bestiary]]. For quick in-game information it is recommended to turn on the combat log (Settings -> Display combat log) and have a look at it once in a while (by tapping at the top of the screen, next to the health bar). There, one can not only learn which types of attacks the enemy uses, but also whether the player character's attacks have the desired effect. If it reads something like "6-4=2 (cold)", one probably should switch to a weapon having some effect other than [[Cold]] damage. If it instead reads "5+1=6 (fire)", one is on the right track.
The in-game Combat Log also shows indicates damage type, damage reductions and increases damage. It can quickly show how much damage is being added, or reduced in a fight.

Revision as of 01:04, 10 April 2021

Types of Resistances

Resistance represents your ability to withstand elemental attacks. There are six elements in the game and six corresponding Resistances.

The first five resistances (Fire, Cold, Shock, Death, Poison) reduce incoming damage. In contrast, Spirit resistance increases you ability to withstand Stun and Paralysis attacks.

Fire, Cold, Shock, Death and Poison Resistance provide damage reduction through a non-linear equation that offers diminishing returns for higher resistance values. Lower values provide 1 percentage point of damage reduction, while higher amounts will provide 1/2, 1/3 and 1/4 of a percentage point of damage reduction, respectively. A break down is below:

Resistance values between 0 and 50: Each Resistance point provides 1.0% of damage reduction. Resistance values between 51 and 80: Each Resistance point provides 0.5% damage reduction. Resistance values between 81 and 110: Each Resistance point provides 0.33% damage reduction. Resistance values between 110 and 210: Each Resistance point provides 0.25 damage reduction. At a Resistance value of 210, 100% damage reduction is reached making the player immune to that damage type.

Some examples: Resistance value of 50 - Damage reduction by 50% (half-damage) Resistance value of 86 - Damage reduction by 50% + 30%/2 + 6%/3 = 67% (one-third damage) Resistance value of 110 - Damage reduction by 50% + 30%/2 + 30%/3 = 75% (one-quarter damage) Resistance value of 210 - Damage reduction by 50% + 30%/2 + 30%/3 + 100%/4 = 100% (immunity)

The above calculations show the following thumb-rules: 50 Resistance for half-damage. 86 Resistance for one-third damage. 110 Resistance for one-fourth damage. 210 Resistance for full immunity.

Note: Damage calculations are rounded down. Thus an incoming attack that would do 7.25 points of damage, will only do 7 points of damage.

Negative Immunity: Some equipment, such as Primal Ice provides a negative Resistance Value. If a player's final Resistance is negative, damage is increased, not reduced. The same equation above is used. This having -40 Resistance would increase incoming damage by 40%, and having -210 would double incoming damage.

Stun and Paralysis Resistance

Spirit resistance behaves differently than the other resistances. The same percentage calculation is done above, but rather than reducing damage, the calculated percentage is used to assign odds for the outcome of a Stun or Paralysis attack. Stun and Paralysis attacks are the same, expect that paralysis attacks last a lot longer and are impacted differently by the Warrior Skill Infantry Training.

When you character is hit by a Stun or Paralysis attack, one of three outcomes will occur: 1) You receive the full blow of the Stun or Paralysis attack. You are stunned / paralyzed for the entire duration. You character cannot move or take action while in stunned / paralyzed. Note: passive abilities such as the Cleric's skill Intervention will still work. 2) You partially resist the effect and are stunned / paralyzed for half the normal period. 3) You fully resist the effect. You are not stunned / paralyzed at all.

Outcome 1, taking the full effect of stun / paralyze attack occurs with the chance of (100% - Calculated Spirt Percentage). Outcome 2, taking half effect of the stun / paralyze attack occurs with the chance of ( Calculated Spirt Percentage / 2). Outcome 3, taking no effect of the stun / paralyze attack occurs with the chance of (Calculated Spirit Percentage / 2). Note: The chances of Outcome 2 and Outcome 3 are the same.

Example:

If you have a Spirit Resistance of 86, you get a Calculated Spirit Percentage of 67%. That's based on 1% per point up to 51, and 0.5% for each point between 51 and 86. Using that 67% value, we get the following:

Chances of Outcome 1, taking full effect of the stun / paralyze attack: 100% - 67% = 33%. Chance of Outcome 2, taking half effect of the stun / paralyze attack: 67%/2 = 33.5% Chance of Outcome 3, taking no effect of the stun / paralyzed attack: 67%/2 = 33.5%%

This means a player with a Spirit Resistance of 86, still has a combined 66.5% chance of getting partially, or fully stunned / paralyzed.

If we use a Spirit Resistance of 22, we a Spirit Percentage of 22, and the following:

Chances of Outcome 1, taking full effect of the stun / paralyze attack: 100% - 22% = 78% Chance of Outcome 2, taking half effect of the stun / paralyze attack: 22%/2 = 11% Chance of Outcome 3, taking no effect of the stun / paralyzed attack: 22%/2 = 11%

This means a player with a Spirit Resistance of 22, has a combined 89% chance to get partially or fully stunned / paralyzed.

Warriors that have the skill Infantry Training reduce their paralyze time by half. If they take full effect (Outcome 1), they will only be paralyzed for half the duration (1 x 1/2 = 1/2). If they partially resist the attack (Outcome 2), they will only be paralyzed for one-quarter of the duration ( 1/2 of 1/2 = 1/4). Warriors with Infantry Training are immune to stun.

A character can still get hit with a new stun / paralyze attack while they are stunned / paralyzed. This can result in a character being chain stunned or chain paralyzed. This can prove frustrating and fatal against strong enemies that hit with frequent paralyzing attacks.

Enemy Resistances

Most enemies possess some sort of elemental resistance and will benefit from damage reductions in elemental attacks using the same equations as above. Conversely, numerous enemies have elemental weaknesses. They will take more damage from certain elemental attacks. The amount of extra damage is determined by the same equations as above as well.

Lastly, a few enemies are healed by elemental attacks. Examples include Fire Elementals being healed by fire attacks, Ice Elementals being healed by cold attacks. Enemies that are healed by an attack will have green sparkles appear above them during the attack animation. All enemies that are healed by elemental attacks seem to receive 100% of the attack as healing.

For detailed information on the resistance values of the individual enemies, see the corresponding entries in the Bestiary.

The in-game Combat Log also shows indicates damage type, damage reductions and increases damage. It can quickly show how much damage is being added, or reduced in a fight.