RE: Save vs. Spell information,
Isildur,
14-May-08 02:11 PM, #1
This is pretty accurate,
Zulghinlour,
14-May-08 02:26 PM, #2
RE: Save vs. Spell information,
Daevryn,
14-May-08 02:28 PM, #3
May we have numeric values for saves in "score"?,
Dwoggurd,
14-May-08 02:39 PM, #4
RE: May we have numeric values for saves in,
Dragomir,
14-May-08 03:27 PM, #5
So... lets bring up crimson scourage for instance.,
Guilo,
14-May-08 04:52 PM, #6
RE: So... lets bring up crimson scourage for instance.,
Isildur,
14-May-08 05:24 PM, #7
I don't know about poison....,
Tac,
14-May-08 05:29 PM, #8
I was mainly talking about the level of the spell not t...,
Guilo,
14-May-08 05:43 PM, #9
RE: I was mainly talking about the level of the spell n...,
Isildur,
14-May-08 07:50 PM, #10
RE: I was mainly talking about the level of the spell n...,
Daevryn,
14-May-08 07:53 PM, #11
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Zulghinlour | Wed 14-May-08 02:26 PM |
Member since 04th Mar 2003
9792 posts
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#21418, "This is pretty accurate"
In response to Reply #1
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>From what I gather, save vs. spell just feeds into some >formula that determines whether you "save" against a >particular spell. For damage spells, I believe if you save >then the damage is halved. For hit/miss spells it either >lands or it doesn't. > >Spellcraft increases the effective level at which the spell is >cast, which makes it harder to save against. The "casting >level" also factors into the determination of "variable" >values, such as how much -str you get from a wither, or how >many hp of damage an invoker spell does. > >Then again I haven't seen the code, so I could be way off.
Saves can come into play in various different ways, but this covers the majority of stuff. There is no simple answer to the original question, since it can really come down to save vs any particular spell may be different than any other spell.
So long, and thanks for all the fish!
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Daevryn | Wed 14-May-08 02:28 PM |
Member since 13th Feb 2007
11117 posts
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#21419, "RE: Save vs. Spell information"
In response to Reply #1
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This is pretty close to accurate.
My correction:
For damage spells, I believe if you save then the damage is halved.
This is generally true, however, not all spells have a save, and those damage spells that do have a save aren't always for half damage.
That being said, if you assume all damage spells have a save for half, you'll be right probably 90%+ of the time.
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Dwoggurd | Wed 14-May-08 02:39 PM |
Member since 20th Jan 2004
668 posts
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#21420, "May we have numeric values for saves in "score"?"
In response to Reply #3
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It's boring to type eq and calculate how many saves each piece contributes. We already have numeric values for stats (str/dex/con), hitroll/damroll, etc. Have you ever considered adding exact values for saves?
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Dragomir | Wed 14-May-08 03:27 PM |
Member since 09th Mar 2006
220 posts
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#21421, "RE: May we have numeric values for saves in"
In response to Reply #4
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This is funny, I remember the first time I herod. I always assumed that was what I had to do to get this turned to a numeric value. I was a bit disappointed to find out I was wrong and always wondered why they never changed. I think it would be a nice little perk for becoming a hero in your guild. Perhaps there are other "little perks" that I don't know about, but I always thought this would be a neat one. Of course I have no idea if things like race play into your saves (Svirfs, etc) or if it is a factor added separately.
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Tac | Wed 14-May-08 05:29 PM |
Member since 15th Nov 2005
2050 posts
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#21424, "I don't know about poison...."
In response to Reply #7
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But I'm fairly certain plague gets easier as the duration gets lower, and I feel confident that scourge is similar. So while you may have trouble when it's 15 hours or whatever, it might be easier if you only have 5 ticks left.
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Daevryn | Wed 14-May-08 07:53 PM |
Member since 13th Feb 2007
11117 posts
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#21427, "RE: I was mainly talking about the level of the spell n..."
In response to Reply #9
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I don't believe whether the periapt can or can't cure something has anything to do with the level.
(Although, if you have a chance to cure something, that will vary depending on the level.)
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