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resistances [2021/08/07 16:35]
naaira [Buffing Physical Resistances]
resistances [2021/08/19 10:21]
naaira [Buffing Magic Resistance]
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 A key element in winning battles in Dominions is to mitigate your opponent's damage output by making sure your armies have access to the appropriate resistances. Resistances can be applied through taking a resistance bless, buffing your troops with magic spells that grant resistance, fielding units with inherent resistances and, in the case of commanders, equipping items that grant resistances. A key element in winning battles in Dominions is to mitigate your opponent's damage output by making sure your armies have access to the appropriate resistances. Resistances can be applied through taking a resistance bless, buffing your troops with magic spells that grant resistance, fielding units with inherent resistances and, in the case of commanders, equipping items that grant resistances.
  
-===== Magic Resistance ===== 
-Some spells and abilities check a target’s magic resistance (MR). Magic resistance is most often binary in nature, it either protects the target or it does not, with nothing in-between. Against some spells a successful resistance check merely means crippling injuries rather than instant death. 
  
-Some spells (mostly Astral) require the caster to defeat the target’s magic resistance before the spell can take effect. If a spell description states that “Magic resistance negates” then the following check is made: 
  
-<WRAP box round>==== Magic Resistance Roll ==== 
-<WRAP column half>**Caster’s Penetration roll:** 11 \\ + Penetration bonuses  \\ + Additional skill in spell path / 2 (rounding **up**) \\ + DRN \\ +4 "Hard to resist" / -4 "Easy to resist"</WRAP> 
-<WRAP column half> 
-**Target’s MR roll:** Magic Resistance \\ + skill in spell path / 2 (rounding **down**) \\ + DRN.</WRAP> 
-<WRAP centeralign>__**The caster wins ties!**__</WRAP> 
-</WRAP> 
- 
- Note that not all targets will have any magic skill, much less skill in that spell’s path, so often the target will simply add Magic Resistance and the DRN. 
- 
-Magic boosts obtained from a communion are not considered in the above. 
- 
-If a spell description states that //“Magic resistance negates easily”// then the caster suffers a –4 modifier to his or her penetration roll. This is the same as "easy to resist."  
-//"Hard to resist"// gives a +4 to penetration roll. 
- 
-A notable exception to the above is the check to avoid death at the end of petrification: this always done at a roll of 13 + DRN vs MR + DRN + (earth skill) / 2. 
- 
-<WRAP box round>FIXME There was a bug in Dominions 4 that lead to communion masters losing penetration bonuses granted from items/bless. It looks like the bug might still exist in Dominions 5, tests seem to indicate -1 external penetration for 2 levels the caster misses (rounding down).</WRAP> 
- 
-==== Buffing Magic Resistance ==== 
-All units have a Magic Resistance rating. If your opponent is using spells that target MR it may be worthwhile to buff the magic resistance of your troops and commanders. Magic resistance can be buffed in the following ways: 
-  - An Astral bless can give up to +3 to MR. This stacks with other sources of MR. 
-  - A number of spells give +4 MR. The generic spells are ??Resist Magic??, ??Iron Will??, ??Antimagic?? and ??Army of Lead??. **None** of these spells stack with each other, but do stack with non-spell sources of MR. 
-  - Some items, such as ??Amulet of Antimagic??, ??Lead Shield?? and ??Armor of Souls??, give bonuses to MR. Bonus MR from items stack with bonuses from other items as well as other sources. Multiple copies of the same item do **not** stack. 
-  - Fighting in provinces with Drain gives a bonus to MR. Conversely, fighting in provinces with Magic gives a penalty to MR. 
- 
- 
-<WRAP group> 
-<WRAP column third><WRAP box>**Spells (+4 MR)** \\ 
-//Generic:// \\ 
-  * ??Resist Magic??  
-  * ??Iron Will??  
-  * ??Antimagic??  
-  * ??Army of Lead?? 
- 
-//National:// \\ 
-  * ??Unholy Protection?? 
-  * ??Protection of the Sepulchre?? 
-  * ??Protection of the Grave?? 
-  * ??Royal Protection?? 
-  * ??Tempering the Will?? 
- 
-</WRAP></WRAP> 
-<WRAP column twothirds><WRAP box><WRAP col2>**Items (Const 0-6)** \\ 
-//Generic:// 
-  * ??Armor of Souls?? +4 MR 
-  * ??Crown of Lead?? +1 MR 
-  * ??Gloves of the Gladiator?? +1 MR 
-  * ??Lead Shield?? +4 MR 
-  * ??Lodestone Amulet?? +2 MR 
-  * ??Mirror Armor?? +3 MR 
-  * ??Amulet of Antimagic?? +4 MR 
-  * ??Spirit Mask?? +1 MR 
-  * ??Rainbow Armor?? +2 MR 
-  * ??Starshin Skullcap?? +2 MR 
- 
-//National:// 
-  * ??Armor of the Five Elements?? +1 MR 
-  * ??Purple Silk Garments?? +1 MR 
-  * ??Salamander Silk Garments?? +1 MR 
-  * ??Silver Silk Garments?? +2 MR 
-</WRAP> 
-</WRAP> 
-</WRAP> 
-</WRAP> 
 ===== Elemental Resistances and Vulnerabilities ===== ===== Elemental Resistances and Vulnerabilities =====
 <WRAP box round quarter right> <WRAP box round quarter right>
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 The damage reduction takes place after DRN is rolled but before any multipliers are added. This is most commonly the case with Fire spells that often do Fire AP (armor piercing) damage. The damage reduction takes place after DRN is rolled but before any multipliers are added. This is most commonly the case with Fire spells that often do Fire AP (armor piercing) damage.
-  * E.g. a unit with 5 FR and 20 prot is hit with 20 Fire + AP damage. First the damage is reduced to 15 because of the Fire Resistance. The unit ends up taking (15 - 20/2 =) 5 damage.+  * E.g. a unit with 5 FR and 20 prot is hit with 20 Fire + AP damage. First the damage is reduced to 15 because of the Fire Resistance. The unit ends up taking (15 - 20/2 = ) 5 damage.
  
 FIXME Someone confirm this calculation FIXME Someone confirm this calculation
  
-Elemental vulnerablities double the relevant damage recieved, with the maximum increase being the size of the vulnerability. In the case of poison damage, only the initial poisoning is affected, rather than each subsequent poison tick.+Elemental vulnerablities double the relevant damage received, with the maximum increase being the size of the vulnerability. In the case of poison damage, only the initial poisoning is affected, rather than each subsequent poison tick.
  
 When considering capped damage, vulnerability to the relevant damage type does not increase the damage cap. For example, 1 capped [[armor negating]] shock damage can never deal more than 1 damage, even to a unit with shock vulnerability. When considering capped damage, vulnerability to the relevant damage type does not increase the damage cap. For example, 1 capped [[armor negating]] shock damage can never deal more than 1 damage, even to a unit with shock vulnerability.
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 ==== Buffing Elemental Resistances ==== ==== Buffing Elemental Resistances ====
 Just like MR, Elemental Resistances can be buffed in a number of ways: Just like MR, Elemental Resistances can be buffed in a number of ways:
-  * A bless can give access to increased resistances.+  * A [[blesses|bless]] can give access to increased resistances.
   * Items can provide elemental resistances. Note that duplicates do **not** stack, while resistance from different items **do** stack.   * Items can provide elemental resistances. Note that duplicates do **not** stack, while resistance from different items **do** stack.
   * Certain thrones can provide elemental resistances, such as the Throne of Thorns (+10 PR).   * Certain thrones can provide elemental resistances, such as the Throne of Thorns (+10 PR).
   * A number of spells provide elemental resistances. These spells provide either +5 or +10 elemental resistance. Note that spells that provide the same amount of elemental resistance do **not** stack, but a +10 spell **will** stack with a +5 spell. I.e. if a commander casts ??Protection from Lightning?? and is then buffed with ??Ground Army?? they get a total of +15 SR.   * A number of spells provide elemental resistances. These spells provide either +5 or +10 elemental resistance. Note that spells that provide the same amount of elemental resistance do **not** stack, but a +10 spell **will** stack with a +5 spell. I.e. if a commander casts ??Protection from Lightning?? and is then buffed with ??Ground Army?? they get a total of +15 SR.
 +  * A mage with {{path>F3}}+, {{path>A3}}+, {{path>W3}}+ or {{path>N3}}+ will get a [[magic|small bonus]] to elemental resistance against the corresponding element.
  
 When buffing resistances with spells it is important to be aware of the quirks of the Dominions casting AI. Before casting a spell the casting AI will take a unit's current resistance into consideration. If the AI considers the unit's elemental resistance to be high enough it may refuse to cast the resistance buffing spell. When buffing resistances with spells it is important to be aware of the quirks of the Dominions casting AI. Before casting a spell the casting AI will take a unit's current resistance into consideration. If the AI considers the unit's elemental resistance to be high enough it may refuse to cast the resistance buffing spell.
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 </WRAP><WRAP column third>**+10 CR** </WRAP><WRAP column third>**+10 CR**
   * ??Resist Cold??   * ??Resist Cold??
 +  * ??Protection from Cold??
 </WRAP></WRAP> </WRAP></WRAP>
 <WRAP group> <WRAP group>
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   * ??Poison Ward??   * ??Poison Ward??
   * ??Serpent's Blessing??   * ??Serpent's Blessing??
 +  * ??Gift of the Sacred Swamp??*
 </WRAP><WRAP column third>**+15 FR** </WRAP><WRAP column third>**+15 FR**
   * ??Resist Poison??   * ??Resist Poison??
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 </WRAP></WRAP></WRAP> </WRAP></WRAP></WRAP>
  
-===== Physical Resistances ===== +==== Spells that add elemental vulnerabilities ==== 
-<WRAP box third right>**Physmoss** \\ A particular powerful defense against physical damage is to combine high Prot and physical resistances with the spell ??Mossbody??. ??Mossbody?? reduces damage **after** all other damage reductions, meaning that a unit can potentially become immune to all physical damage for as long as the ??Mossbody?? effect lasts.</WRAP> +FIXME fill in all the different spells 
-The physical resistances **halve** damage taken from their respective typesrounded up. This reduction is applied after factoring in [[protection]].+<WRAP box
 +<WRAP column third>{{abilities:resist_fire.png?nolink=|}} **Fire Vulnerability**</WRAP> 
 +<WRAP column third>**-5 FR** \\  
 +  * ??Barkskin?? 
 +  * ??Wooden Warriors?? 
 +  * ??Mass Protection?? 
 +  * ??End of Weakness??
 +</WRAP> 
 +<WRAP column third>**-10 FR** 
 +  *  
 +</WRAP></WRAP> 
 +<WRAP group> 
 +<WRAP column third>{{abilities:resist_shock.png?nolink=|}} **Shock Vulnerability**</WRAP><WRAP column third>**-5 SR** 
 +  * ??Ironskin?
 +  ??Army of Lead?? 
 +  ??Army of Gold?? 
 +</WRAP><WRAP column third>**-10 SR** 
 +  *  
 +</WRAP></WRAP> 
 +<WRAP box> 
 +<WRAP column third>{{abilities:resist_cold.png?nolink=|}} **Cold Vulnerability**</WRAP><WRAP column third>**-5 CR** 
 +  * ??Stoneskin??  
 +  * ??Marble Warriors?? 
 +</WRAP><WRAP column third>**-10 CR** 
 +  *  
 +</WRAP></WRAP> 
 +<WRAP group> 
 +<WRAP column third>{{abilities:resist_poison.png?nolink=|}} **Poison Vulnerability** 
 +</WRAP><WRAP column third>**-10 FR** 
 +   
 +   
 +</WRAP><WRAP column third>**-15 FR** 
 +  *  
 +</WRAP></WRAP> 
 +<WRAP box> 
 +<WRAP column third>**All resist spells**</WRAP><WRAP column twothirds><WRAP col2> 
 +  *  
 +  * //+5 FR+5 SR, +5 CR// 
 +  *  
 +  * //+5 FR, +5 SR, +5 CR, +10 PR//  
 +</WRAP></WRAP></WRAP>
  
-The three physical resistances are: 
  
-{{abilities:resist_blunt.png?nolink}} Blunt resistance\\ +===== Physical Resistances ===== 
-{{abilities:resist_pierce.png?nolink}} Piercing resistance\\ +<WRAP box third right>{{abilities:resist_blunt.png?nolink}} Bludgeoning resistance (blunt)\\ 
-{{abilities:resist_slash.png?nolink}} Slash resistance+{{abilities:resist_pierce.png?nolink}} Piercing resistance (pierce)\\ 
 +{{abilities:resist_slash.png?nolink}} Slashing resistance (slash)</WRAP> 
 + 
 +The physical resistances **halve** damage taken from their respective types, rounded up. This reduction is applied after factoring in [[protection]]. For this reason physical resistances amplify the value of Regeneration and spells that mitigate raw damage (e.g. ??Mistform?? and ??Mossbody??)
  
 +<WRAP box>**Physmoss** \\ A particular powerful defense against physical damage is to combine high Prot and physical resistances with the spell ??Mossbody??. ??Mossbody?? reduces damage **after** all other damage reductions, meaning that a unit can potentially become immune to all physical damage for as long as the ??Mossbody?? effect lasts.</WRAP>
 ==== Buffing Physical Resistances ==== ==== Buffing Physical Resistances ====
 When buffing physical resitances, the player has fewer choices than when buffing magical or elemental resistances. For this reason units with inherent physical resistances can be quite valuable throughout the game. The following buffs physical resistances: When buffing physical resitances, the player has fewer choices than when buffing magical or elemental resistances. For this reason units with inherent physical resistances can be quite valuable throughout the game. The following buffs physical resistances:
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   * ??Wave Warriors?? - //Blunt, Slash, Pierce//   * ??Wave Warriors?? - //Blunt, Slash, Pierce//
   * ??Skeletal Body?? - //Pierce//   * ??Skeletal Body?? - //Pierce//
 +  * ??Gift of the Second Soul?? - //Blunt//
 </WRAP> </WRAP>
 //Note:// Lucid's Tematic Gemgen adds the Ghost Orb item that autocasts ??Skeletal Body?? //Note:// Lucid's Tematic Gemgen adds the Ghost Orb item that autocasts ??Skeletal Body??
 </WRAP> </WRAP>
  
resistances.txt · Last modified: 2021/09/22 15:25 by joste