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resistances [2021/08/07 16:36]
naaira [Physical Resistances]
resistances [2021/09/22 15:25] (current)
joste
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 ====== Resistances ====== ====== Resistances ======
  
-In Dominions three types of resistances exist+In Dominions Resistances can refer to three types of resistances: 
-  - **Magic Resistance (MR)** helps protect a unit against spells or abilities with the //Magic Resistance Negates// keyword. +  - [[magic-resistance|Magic Resistance (MR)]] helps protect a unit against spells or abilities with the //Magic Resistance Negates// keyword. 
-  - **Elemental Resistances** protects against elemental sources of damage. Elemental resistance can be either Fire Resistance **(FR)**, Shock Resistance **(SR)**, Cold Resistance **(CR)** or Poison Resistance **(PR)**. +  - [[elemental-resistance|Elemental Resistances]] protect against elemental sources of damage. Elemental resistance can be either Fire Resistance **(FR)**, Shock Resistance **(SR)**, Cold Resistance **(CR)** or Poison Resistance **(PR)**. 
-  - **Physical Resistances** halves damage, rounded up, from physical sources of damage which can be either Blunt, Slash or Pierce.+  - [[physical-resistance|Physical Resistances]] halve damage, rounded up, from physical sources of damage which can be either Blunt, Slash or Pierce.
  
-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. To learn more go the respective resistance page.
  
-===== Magic Resistance ===== +{{tag>Combat-Mechanics}}
-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 ===== 
-<WRAP box round quarter right> 
-{{abilities:resist_fire.png?nolink=|}} Fire resistance\\ 
-{{abilities:resist_shock.png?nolink=|}} Shock resistance\\ 
-{{abilities:resist_cold.png?nolink=|}} Cold resistance\\ 
-{{abilities:resist_poison.png?nolink=|}} Poison resistance 
----- 
-{{abilities:vulnerability_fire.png?nolink}} Fire vulnerability\\ 
-{{abilities:vulnerability_shock.png?nolink}} Shock vulnerability\\ 
-{{abilities:vulnerability_cold.png?nolink}} Cold vulnerability\\ 
-{{abilities:vulnerability_poison.png?nolink}} Poison vulnerability 
-</WRAP> 
-There are four elemental resistances and, correspondingly, four elemental vulnerabilities 
- 
-The elemental resistances provide a flat reduction to the elemental damage suffered. The appropriate resistance ability reduces fatigue damage from [[heat aura|heat]] and [[chill]] auras by double these values. 
- 
-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. 
- 
-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. 
- 
-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. 
- 
-==== Buffing Elemental Resistances ==== 
-Just like MR, Elemental Resistances can be buffed in a number of ways: 
-  * A 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. 
-  * 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. 
- 
-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. 
- 
-E.g. a commander with high inherent CR (like a ??Jotun Skratti??), a magic item that grants CR (like a ??Ring of Frost??) or CR from a bless might skip casting ??Protection from Cold?? or ??Winter Ward??. To avoid this it can be useful to cast battlefield-wide resistance spells or to cast resistance spells before blessing. 
- 
-==== Spells that buff elemental resistances ==== 
-FIXME fill in all the different spells 
-<WRAP box> 
-<WRAP column third>{{abilities:resist_fire.png?nolink=|}} **Fire resistance**</WRAP> 
-<WRAP column third>**+5 FR** \\  
-  * ??Temper Flesh?? 
-  * ??Phoenix Power?? 
-  * ??Flame Ward?? 
-  * ??Fire Resistance?? 
-  * ??Fire Fend?? 
-  * ??Warriors of Niefelheim?? 
-  * ??Army of Gold?? 
-</WRAP> 
-<WRAP column third>**+10 FR** 
-  * ??Protection from Fire?? 
-  * ??Resist Fire?? 
-</WRAP></WRAP> 
-<WRAP group> 
-<WRAP column third>{{abilities:resist_shock.png?nolink=|}} **Shock resistance**</WRAP><WRAP column third>**+5 SR** 
-  * ??Thunder Ward?? 
-  * ??Lightning Resistance?? 
-  * ??Thunder Fend?? 
-  * ??Ground Army?? 
-</WRAP><WRAP column third>**+10 SR** 
-  * ??Protection from Lightning?? 
-  * ??Resist Lightning?? 
-</WRAP></WRAP> 
-<WRAP box> 
-<WRAP column third>{{abilities:resist_cold.png?nolink=|}} **Cold resistance**</WRAP><WRAP column third>**+5 CR** 
-  * ??Cold Resistance?? 
-  * ??Warriors of Muspelheim?? 
-</WRAP><WRAP column third>**+10 CR** 
-  * ??Resist Cold?? 
-</WRAP></WRAP> 
-<WRAP group> 
-<WRAP column third>{{abilities:resist_poison.png?nolink=|}} **Poison resistance** 
-</WRAP><WRAP column third>**+10 FR** 
-  * ??Poison Ward?? 
-  * ??Serpent's Blessing?? 
-</WRAP><WRAP column third>**+15 FR** 
-  * ??Resist Poison?? 
-  * ??Poison Resistance?? 
-  * ??Purify Blood?? 
-</WRAP></WRAP> 
-<WRAP box> 
-<WRAP column third>**All resist spells**</WRAP><WRAP column twothirds><WRAP col2> 
-  * ??Elemental Fortitude??  
-  * //+5 FR, +5 SR, +5 CR// 
-  * ??Gaia's Blessing??  
-  * //+5 FR, +5 SR, +5 CR, +10 PR//  
-</WRAP></WRAP></WRAP> 
- 
-===== Physical Resistances ===== 
-<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> 
-The physical resistances **halve** damage taken from their respective types, rounded up. This reduction is applied after factoring in [[protection]]. 
- 
-The three physical resistances are: 
- 
-{{abilities:resist_blunt.png?nolink}} Bludgeoning resistance (blunt)\\ 
-{{abilities:resist_pierce.png?nolink}} Piercing resistance (pierce)\\ 
-{{abilities:resist_slash.png?nolink}} Slashing resistance (slash) 
- 
-==== 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: 
-  - Picking up the Fortitude Bless during pretender creation. 
-  - Some spells grant various physical resistances. 
-<WRAP group> 
-<WRAP box>**Spells** \\ 
-<WRAP column half> 
-  * ??Temper Flesh?? - //Blunt, Slash Pierce// 
-  * ??Liquid Body?? - //Blunt, Slash, Pierce// 
-</WRAP><WRAP column half> 
-  * ??Wave Warriors?? - //Blunt, Slash, Pierce// 
-  * ??Skeletal Body?? - //Pierce// 
-</WRAP> 
-//Note:// Lucid's Tematic Gemgen adds the Ghost Orb item that autocasts ??Skeletal Body?? 
-</WRAP> 
  
resistances.1628354200.txt.gz · Last modified: 2021/08/07 16:36 by naaira