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Resisting Magic, by Rainman |
Many people wonder exactly how to deal with resisting the powers of magery in UO. Many are confused as to exactly how things work, and what combination of skills they may or may not need to effectively combat the more powerful casting creatures, or mage player-characters. The intent with this document is to give the average player a firm grasp on exactly how resistance is calculated. The further you read along this document, the more the inner-workings of the game are "spoiled" for you. Mini-Faq: Question- Does Evaluate Intelligence help me resist spells? Answer - No, Eval Int help mages only by rewarding them with extra damage (or penalizing them with less damage) depending on how their Evaluate Intelligence matches up with their opponent's Resistance skill. Eval Int is like Tactics for a Mage. Question - Help, my character is a combination of a Mage and another profession, do I need Evaluate Intelligence? Answer - That's a difficult decision. You need to consider your playstyle, as well as you character. If you rely on your magery to do a large portion of your combat damage for you, then chances are you should attempt to advance your E.I. skill. However, if you primarily use Magery to paralyze targets, poison them, curse them, recall away, or cast any other non-attack spell; then chances are you won't benefit from high evaluate intelligence. Question - I've heard that Evaluate Intelligence can tell me how much mana a target has left, is this true? Answer - That works if you have 76 or higher Evaluate Intelligence skill. Question - Does resisting a spell compare my resistance to my attackers magery and evaluate intelligence skill? Answer - No, it does not. Resisting a spell only compares your resistance with your attackers magery, and the circle of the spell being cast. (a full explanation is illustrated below) Question - Why can't I ever resist anything that's cast at me, even magic arrow? Answer - Remember that your resistance is figured in with the magery of the person casting at you. If your resistance is very low (below 40) then it becomes extremely difficult to resist almost anything cast by a master or grandmaster mage.
DIRECT DAMAGE SPELLS: Here is an outline of how spell damage is calculated:
Your chance to resist is calculated by comparing your resistance skill to the magery of your attacker, as well as the level of difficulty of the spell he/she is casting. This assures that it is always more difficult to resist a flamestrike than it is to resist a magic arrow, as the circle of the spell is included in the chance-to-resist calculation. It also gives clear advantages towards having higher levels of magery, as even fireball can become extremely deadly when it's being thrown from multiple master or grandmaster mages. Figuring your chance to resist a spell is done as follows: This ensures that you always have a minimum chance to resist a spell. That minimum chance is your resistance skill divided by five. So a character with 30 resistance skill, always has at least a 6% chance to resist ANY spell thrown by ANYONE. This is necessary to ensure that its still possible to advance the skill, even at low levels. Admittedly at zero skill, your chance to resist would be zero. However, you can easily train up to 20-30 points of the skill from mage NPC's (this is highly recommended to anyone who has a character with zero resistance). Conversely, This tells mages that they don't always have to use the highest possible spell in their arsenal. If they know their opponent well enough to have a grasp of his/her resistance skill, lower spells can be used with nearly equal effectiveness. (though admittedly, at a higher cost in reagents). Your evaluate intelligence skill, as an attacker, does not enter in to this part of the equation. Quite simply, Evaluate Intelligence has no affect on your opponents chance to resist a spell. IF A SPELL IS RESISTED, DAMAGE IS THEN REDUCED BY HALF The remaining damage is multiplied against a small equation: From this modifier, further damage is either taken away or added to the Base_Damage after resistance was figured in. If the spell was resisted, then Base_Damage is already at 50% of what it would be, otherwise it's still at 100%. Extrapolated Damage Modification These percentages are what happens to the damage after the spell is/is-not resisted. Eval Int = Resist 100 EI vs 50 MR 100 EI vs 0 MR 50 EI vs 0 MR 0 EI vs 50 MR 0 EI vs 100 MR 50 EI vs 100 MR Damage Change No Change +10% +20% +10% -25% -50% -25% Bear In Mind
Here are four EXAMPLE scenarios.: The result here is a 58% chance to resist the spell, doing 45% damage if resisted, and 90% damage if not resisted. The result here is a 51% chance to resist the spell, doing 35% damage if resisted, and 85% damage if not resisted. The result here is a 25% chance to resist the explosion spell, doing about 50.5% damage if resisted, and around 101% damage if not resisted.
Example Four: The result here is a 6% chance to resist the chain lightning, doing about 57% damage if resisted, and around 114% damage if not resisted.
Actual table of Raw Data collected from playing on Test Center Left number is Evaluate Intelligence, (vs) the right number is Magic Resistance 0 vs 0 0 vs 50 0 vs 100 50 vs 0 50 vs 50 50 vs 100 100 vs 0 100 vs 50 100 vs 100 Average Spell Damages Fireball 9.8 7.2 4.7 9.3 10.1 4.6 12.9 11.6 9.1 Lightning 12.7 11.5 4.8 16.4 12.9 6.6 14.1 12.9 10.4 Explosion 21.9 17.1 8.8 23.6 25.3 13.1 24.9 36.6 25.5 Ebolt 25.7 20.5 13 24.4 20.3 18.1 35.3 35.3 21.2 Flamestrike 26.6 22.1 13.6 29.5 28.3 21.5 37.5 30.3 29.2 Minimum Damages Fireball 5 4 3 1 6 2 7 6 6 Lightning 5 4 3 6 6 2 7 6 1 Explosion 14 7 2 11 10 6 11 16 7 Ebolt 9 6 5 10 10 7 12 12 10 Flamestrike 11 13 4 13 12 12 21 13 12 Maximum Damages Fireball 14 11 7 16 15 11 17 16 17 Lightning 20 16 10 23 21 12 25 26 21 Explosion 39 31 18 40 42 28 40 47 42 Ebolt 40 31 21 40 37 28 49 49 42 Flamestrike 37 33 24 47 49 37 59 54 49 Number of Resisted Spells Fireball 0 0 5 0 0 8 0 0 5 Lightning 0 0 8 0 0 8 0 0 4 Explosion 0 0 7 0 0 6 0 0 5 Ebolt 0 0 2 0 0 6 0 0 4 Flamestrike 0 0 3 0 0 1 0 0 2 Credits: This raw data table was created in a labor of love by: Sir Adrick, Ledskof, Elowyn, Carisse, Abbi, and Faceless. *Notes:
NON-DIRECT-DAMAGE ATTACK SPELLS Duration spells. Magery Level 10 20 30 40 50 60 70 80 90 100 Stat Change ± 1 ± 2 ± 3 ± 4 ± 5 ± 6 ± 7 ± 8 ± 9 ± 10 *Note: Duration modification data is not available. However, The numeric affects these spells have on you are simple to calculate. A Simple example of this would be casting CURSE on a monster or player. If your magery is 85, then you take -8 points away from that character in all three stat categories. Conversely, if you were to cast bless, you would add +8 stats to all three stat categories. Various Notes: The spells Mana Drain The Mind Blast spell is another complete mystery. Originally this spell compared the INT of the attacker versus the INT of the defender, and the loser suffered severe damage. Now, it's rather unknown exactly how this spell works with resistance and evaluate intelligence, or even how much damage can be accomplished by using it. The spells Earthquake, Chain Lightning, and Meteor Swarm all have an added wrinkle. The nature of these spells is that they are area affect spells. As such, anyone standing in the area of affect receives a portion of the damage. This means that using these spells against large groups is rather ineffective, as the damage sustained by any one target is very low. However, against 1-3 opponents, the results can be devastating if timed and targeted correctly. |