Anyone know the formula for resist rates?

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_Oglop_
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Postby _Oglop_ » Jun 09, 2012 17:16

fiskgrodan wrote:Nice derail of the resists rate topic Zarkor.


Mostly my fault. Reading Troham's comment got me goin'.
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Zarkor
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Postby Zarkor » Jun 09, 2012 17:47

fiskgrodan wrote:Nice derail of the resists rate topic Zarkor.

Castspeed is related to resist rate, the faster you cast, the less influence 1 resisted spell has. If you can't see the relation, then I'm sorry for you.. :roll:
In defense of truth-to-experience.

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fiskgrodan
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Postby fiskgrodan » Jun 09, 2012 17:49

The topic is about the resist rate formula per spell. Not about resists per second.

Start a new thread if you want a discussion about toa cast speed bonuses, mastery of the art, dex overcap or other things related to cast speed.
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HulkGris
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Postby HulkGris » Jun 10, 2012 18:08

Blue wrote:
HulkGris wrote:ToA introduced a very nice change by reducing the resist rate of spell.

And that is?

According to DoL formula, piercing resist reduces also resist rate, and not only target damage resists.
In GameServer.spells.SpellHandler::calculateToHitChance
Code: Select all
3498    //Piercing Magic affects to-hit bonus too
3499    GameSpellEffect resPierce = SpellHandler.FindEffectOnTarget(m_caster, "PenetrateResists");
3500    if (resPierce != null)
3501        bonustohit += (int)resPierce.Spell.Value;
...
3521    int hitchance = 85 + ((spellLevel - target.Level) / 2) + bonustohit;
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