Damage types Page 2


Basic concepts

  • Resistances(R) reduce the damage you or the mob takes
    Vulnerabilities(V) increase the damage you or the mob takes
    Immunities(I) mean you or the mob take no damage
  • There are broad groups (eg weapon), damage types(eg slice), and subtypes (eg cleave)
    Ie: cleave and scalp are subtypes of slice, which in turn is part of WEAPON.

Intermediate level tips

  • Resists, Vulns, and Imms will cancel each other out.
    Eg: a Vuln + Imm = Resist, or a Vuln + Resist = Normal
    Eg: Eldar(v slash) + Globe(I wpn) = R slash
  • However, a Resist + another Resist is STILL a Resist, not an Immune.
    Eg: Shockproof + Aard BP = R Lightning, not I Lightning
  • Specific effects are the same as "general" effects
    Ie: R wpn = R slash for the purposes of slice damage.

Advanced level tips

  • regular stock code puts vuln as (dam * 2) and resist as (dam * 2/3)
    Go figure. But Lasher's probably changed it.
  • Damage and effects are 2 different concepts.
    Eg:A mob immune to poison takes no damage from burnt marbu, but still suffers its effects(blindness)
    This applies only to some spells. (Eg faerie fire no longer works on I magic mobs)
  • Antimagic shell prevents BOTH the damage and effects of SPELLS, not of magical damtypes.
    Ie: acid breath will fail to get through, but an acid-damtype weapon will do full damage.
  • Incidentally, antimagic prevents you from being engaged by magic-damtype spells.
    Ie: if you have antimagic up, and someone casts gas breath, you will not enter combat.
    On the other hand, Earthquake(blunt damtype spell) WILL engage you.

Practically speaking....

  • Use appropriate damtypes on the appropiate mobs/races.
  • An Aard breastplate gives R magic, and eliminates the need to cast any resist spells (except globe)
    The exception to this is if your race is vuln.
    I.e. A vampire with a BP would cast protection from fire, but not shockproof.
  • Guidelines on what to use against players:
    1. Exploit race vulns (eg. flame on wolfens)
    2. Be aware of class prots (eg. flame on clerics, but not rangers (who have prot from fire))
    3. Some damtypes have no protective spells(air,earth, and negative)(mobs can still be resist).
    4. Supernewbies or remorts: WEAPON damtypes(slice/pierce/blunt). (They most likely have a BP)
    5. High level mages (>188): MAGIC damtypes. (Globe(Imm weapon), which lasts 2-3 ticks.)
    6. Raiders: MAGIC damtypes. (Raiders most likely have globe, but will not wear their BP to raid)





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