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To start, I would refer to you HELP SAVES, as that gives a solid base to begin from. Secondly, I would like to be clear that I am speaking from merely my years of experience, with no specific knowledge of the code more than any other person. Hence, I could be wrong in some areas, but I've at least played under this understanding my whole CF career.
Generally, SvS is your sort of catch-all "generic" protection. Unless an ability is specifically written to use a different save, this is what I assumed would help me. Hence, this tends to be the save that is most often found in gear, and most heavily geared for. One fact that's often not considered is that your wisdom has a (in my experience) HUGE impact on your basic ability to make a save. A gnome, or priestly human (23 wis) is going to survive with less saves than an orc or giant.
Examples for things I assume use SvS: Blindness, most direct damage spells, summon, maybe disrupt flesh/organ/bone, metabolic slowing, etc.
Now, the other three saves (vs paralysis, breath, mental) always seem to be more "special case", and in many cases you can straight ignore these saves unless you expect to be going into a fight where it's useful. At that point, you *really* want to try and have at least minimal appropriate saves.
Save vs breath - By and large, these are "breath" attacks, which you most often see when fighting dragons. I feel like there were a few random exceptions, but I honestly can't recall what else it would be.
Save vs mental - Think anything that's trying to mess with your mind. For the most part, this tends to be bards, some transmuter spells (mental jolt, neurological disruption? - note brain stuff), and *possibly* Breaker path shaman spells (I've no experience for certain, but to me it would make sense for that to be a mental save). Also, in addition to
Save vs paralysis - As far as I ever knew, this was pretty much just stuff that "holds/freezes" you. Neurological disruption once again, hold person, gaze from shifter form...I'd say "etc", but I don't actually know of anything beyond that.
As a few random asides, particularly for a newbie I feel there's a few other important points. Firstly, an ability COULD be written to use anything under the sun for a saving throw. If I made up some imaginary power, I could write it so that it used your charisma as a check whether you save against someone, so there's always the possibility of exceptions. One of the major groups of these are poison/diseases. To the best of my knowledge, many of these will use a check against your constitution for a save.
Got distracted and had to edit - Also, I *believe* there's some situations where you either have multiple "levels" of saving, or multiple save attempts. Wither would probably be the best example I think for that. If you fail entirely to save, you get hit w/ -30str and lose years to your character. If you somewhat succeed, you might get just -30str, or maybe -15 str, or maybe -5 str. Another (possible?) one that might be in that situation could be something like power word kill, where a total save insta-kills you, a partial save does LOTS of damage, and a good save does less damage. Again, these all come down to however the coder designed the skill.
Anyways, this has gotten a bit long, but hopefully it helps you out (and hopefully I'm not horribly wrong in my assumptions I've been playing under, either).
*Edit to add about (maybe?) multiple saves.
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