4119: Avoidance of Magic should affect primary resists

Reported by ☆ Jilx at Thu, 20 Apr 2017 12:50:50 UTC
gamemechanic bug
invalid

Description

Avoidance of Magic is affecting secondary resists ingame
It should affect primary resists

Reproduction Steps

1. make a 50 toon make it 4L4 take various lvl of Avoidance of Magic
2. Duel a caster with various Avoidance of Magic
3. Make calcuation of damage and see that dmg is calculated on secondary
resists instead of primary resists as it was in 1.65

Intended Behavior

Make Avoidance of Magic affect primary resist instead of secondary.
Actualy Avoidance of Magic behave like in Frontiers update

Evidence

[1.65 LIVE] Grab Bag Resists

Q: (insert 1.65 resist changes question here)

A: Here's the answer I got from Balance Boy:

"Prior to 1.65, resists were all added together to create a single percentage which was reduced from the damage of the appropriate type that was taken.

"For example:

"If you had 26% cold resist in items, 14% in cold resist buffs, Avoidance of Magic III (9%), and Brilliant Aura of Deflection (36%), your total resist to cold type damage would be:

"26+14+9+36=85%

"So if you were hit by a spell that did 500 cold damage, the actual damage you received after resists would be 500*(1- .85) or 75 points. The person casting the spell on you would see the damage result as 75(-425). That's the way it WAS.

"With the NEW system, resists are added into two separate categories that are applied to the damage consecutively instead of all together at once. Items, Buffs, and Racial abilities are calculated into the first resist check and Realm Abilities that affect resists are calculated in the second check.

"Using the same example as above:

"Your 26% cold resist items and 14% cold resist buffs would be counted first, so 26+14=40%.

"Then with the same 500 point cold damage spell, the calculation would be 500*(1-.40) or 300.

"That 300 would then be checked against the AoM III (9%) and BAoD (36%), so 300*(1-.45) or 165. The person casting the spell on you would see the damage as 165(-335).

"So in this case, we a spell that would have only done 75 points of damage before 1.65, now doing 165 .

"This change was designed to address the rare cases of extremely high resists (65% and up), without penalizing those with low to moderate resists.(20-40%)."


Now, let me just remind everyone – the example above is JUST an example. The math in the game won't work exactly that way, because in the game, you're wearing armor, debuffs are in action, etc. But for the purposes of explaining the changes, the example needed to be as simple as possible.

No Mention of secondary resists

Status

Issue was invalid:
Working as Intended
4 players say this report is valid, 4 disagree

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