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magic resistance

Posted: Wed Aug 22, 2012 1:30 pm
by Longcool
This seems like a dumb question. I'm newish and still trying to parse out some of the abilities/skills, and I'm confused by "magic." Does my or a mob's magic resistance mean simply resistance to any spell? If so, does that include non-mage spells? And I see that there's a blade of magic, so what the heck does that do?

Thanks for any guidance!

Re: magic resistance

Posted: Wed Aug 22, 2012 2:32 pm
by Mihindu
Hey dude! I'm not an experienced Mage so some of the stuff I say might be incorrect.
I don't think the spells that we do actually do magic damage. For example firebolt does heat damage. And Ice shards does cold damage. Not magic. The magic lure will reduce your target's magic resistance. But only if they have any. If this is done then magic attacks will deal more damage. Im not sure of any magic attacks. :p on a Mage.
But the blade of magic will deal magic damage.
Not cold or heat. But magic.
I hope that's alright

Re: magic resistance

Posted: Wed Aug 22, 2012 4:43 pm
by Longcool
Thanks. So what would a magic attack look like (on mage or non-mage)? Does the mob "magic" you? And if I got a magic blade, what would I be doing to the mob?

Re: magic resistance

Posted: Wed Aug 22, 2012 4:59 pm
by aleph
Druid spells such as storm touch, lightning, and strangling vines are magic attacks. So using lure of magic on a mob that has magic resistance will make the mob more susceptible to druid spells. Using lure of magic on a mob that has no magic resistence will, in theory, do nothing. Though I seem to recall someone saying a few patches ago that using a lure on training dummy actually increased its resistance.

An example of magic resistance in the otherworld: eyes have higher magic resistance that ghosts. As such, at level 130 my storm touch does more damage on level 124 wraiths than it does on level 100 eyes.

Re: magic resistance

Posted: Wed Aug 22, 2012 5:35 pm
by Mihindu
If you had ur magic blade. You'd be dealing magic damage.

Re: magic resistance

Posted: Wed Aug 22, 2012 7:08 pm
by Longcool
Ooohhhhh. So magic is a druid thing. No wonder I couldn't figure it out.

Seems like magic would fit for mages and druids would have something like "natural force," but IDK, I'm not a game developer.

Thanks!

Re: magic resistance

Posted: Wed Aug 22, 2012 7:13 pm
by aleph
As far as I understand it, mages have fire magic and ice magic. Each of those has a corresponding ability, with a number of spells that are affected by how strong its respective ability is. Druids have "nature magic" ability, which affects the strength of all of their spells. For some reason, for the purposes of resistance, druid magic is classified as "magic" magic or generic magic. I agree that this is a bit counter-intuitive.

Re: magic resistance

Posted: Wed Aug 22, 2012 9:36 pm
by mdimarco
Ooohhhhh. So magic is a druid thing. No wonder I couldn't figure it out.

Seems like magic would fit for mages and druids would have something like "natural force," but IDK, I'm not a game developer.

Thanks!
exacty, most mage wands do magic damage but thats it.

Re: magic resistance

Posted: Wed Aug 22, 2012 9:50 pm
by Caliban
Wands and lux weapons.

It would be interesting to test the Druid spells with a Lure and Ward. I am guessing Aleph may have done this. I don't have that Lure/Ward on any toons I don't think. I will look for it.

The reason I wonder about this, mob resistance aside, since we can't actually see what resistances there are, is the difference between the description 'Magic' and 'Nature Magic'. Pretty much all 'Magic' seems to be melee and wand zaps. 'Nature Magic' is skill based.

Re: magic resistance

Posted: Wed Aug 22, 2012 9:57 pm
by aleph
I haven't actually done any testing of this. We have very few high level mages on Lugh (2 over level 120), and usually the only time I group with them is during boss fights. For those, I do heals and buffs from both of my druids, and try to leave the dps to others. As for tracking whether the lures make a difference, my attention is on group member health bars and my own spell cooldowns. I'm so busy monitoring two devices that I don't even know how far gone the enemy is until it's dead.

One of my ranger friends has the magic quiver from the scavenger shop and he often groups with a mage who has all the lures. He tells me that the combination of lure of magic and lure of assassins, even when cast on the mob by a player 20 levels lower than him, makes a big difference.