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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:
- Exploit race vulns (eg. flame on wolfens)
- Be aware of class prots (eg. flame on clerics, but not rangers (who have prot from fire))
- Some damtypes have no protective spells(air,earth, and negative)(mobs can still be resist).
- Supernewbies or remorts: WEAPON damtypes(slice/pierce/blunt). (They most likely have a BP)
- High level mages (>188): MAGIC damtypes. (Globe(Imm weapon), which lasts 2-3 ticks.)
- Raiders: MAGIC damtypes. (Raiders most likely have globe, but will not wear their BP to raid)
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