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Understanding Spell DescriptionsFollow

#1 Sep 23 2017 at 10:06 PM Rating: Decent
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Regarding Enchanter Resist Magic Spell - The description states "Increase Magic Resist by 11 (L37) to 50 (L31)".
I interpret it as an 11 point increase in magic resist at level 37 to a 50 point increase in magic resist at level 31, but that just does not seem to make any sense. My enchanter is level 48 and when I cast this spell on him it increases his magic resistance stat by 40. When I cast group resist magic (Increase Magic Resist by 6 (L48) to 60 (L51)) his magic resistance stat increases by 53 points. I assumed his magic resistance would increase by 6 points when I cast group resist magic. Can someone explain this to me?
#2 Sep 24 2017 at 9:31 AM Rating: Excellent
Ya the calculation for Resist Magic is wrong. The max Resist Magic can be is 40 no matter what level you are.

The calculation for Group Resist Magic is wrong as well. The max it can be is 55.

I'm working on the spell system and hope to iron out bugs like this soon.
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#3 Oct 26 2017 at 6:08 AM Rating: Good
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The whole scaling Lucy did a couple of years ago went wrong (I don't know why though). What Stefsuda said for the resist value of a buff is true for nuke values for almost every DD in the game, at least for mages so far I checked.
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#4 Oct 27 2017 at 8:19 PM Rating: Excellent
There are quite a few SPA's that are set to parse incorrectly in code that I have to manually make a if statement for. Past devs tried a one size fits all statement for several SPA's and of course it breaks other spells when those spells do something out of the ordinary. It's a bit of research of all spells that use these SPA's and see all the different examples to code it correctly for all the variations.

I'm a bit busy with getting beta info entered in but once I get to a comfortable spot with beta I'll be working on spells again. I did push through a bunch of code to fix all spell unknowns on raw spell data so people can actually see everything a spell is flagged for. That code should be going live soon with the forum fixes.

Edited, Oct 27th 2017 9:20pm by Gidono
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#5 Oct 31 2017 at 12:28 AM Rating: Good
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Gidono wrote:
There are quite a few SPA's that are set to parse incorrectly in code that I have to manually make a if statement for. Past devs tried a one size fits all statement for several SPA's and of course it breaks other spells when those spells do something out of the ordinary. It's a bit of research of all spells that use these SPA's and see all the different examples to code it correctly for all the variations.

I'm a bit busy with getting beta info entered in but once I get to a comfortable spot with beta I'll be working on spells again. I did push through a bunch of code to fix all spell unknowns on raw spell data so people can actually see everything a spell is flagged for. That code should be going live soon with the forum fixes.

Edited, Oct 27th 2017 9:20pm by Gidono


Fascinating, as Mr. Spock would say, thanks for info !

Is there something we can do to help you ? With parsing or writing down unfocused, non-critted, unresisted DD values or something like that ?
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#6 Oct 31 2017 at 12:33 AM Rating: Excellent
Send me a PM for now (until forums are fixed) with all the spells you come across that are screwed up. I've got a list of spells that I'm going to target once I get back into it. I'll add your spells onto my list.
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#7 Oct 31 2017 at 12:48 AM Rating: Good
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Thanks Gidono, will do and will do some research later in the day.
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#8 Nov 01 2017 at 12:52 AM Rating: Excellent
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PM sent this morning, mage homework done !
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