Elminage Gothic

Elminage Gothic

Special Attack Resistance
I was getting frustrated about being beheaded by those early ninjas when their sheet says they have a 5% chance to behead and all my guys have between 15% and 20% behead resistance. What gives?

Well, I looked up my observations from the first Elminage and it all came back to me. I think it works the same way here so I wanted to share it in case anybody is looking for it. As before I am still observing that your chance to inflict status with your melee attack is a flat score. So if you've got 20% poison, you'll see it proc as 20 chance, against which the enemy rolls d100. If he rolls higher than 20, he resists it, otherwise he's poisoned. However, if the enemy has a 10% poison resistance, you will instead proc an 18 (20-10% (2) = 18) against him and he rolls a d100 against that.

In the previous game, I watched carefully while running around Dragon's Fang, and I saw my poison chance be 20 (Succubus, 0% resist), 19 (Greater Demon, 5% resist), 16 (Cerberus, 20% resist) and 17 (Poison Dragon, 15% resist). I've also watched my 50% sleep and 50% confuse attack be 50 (Succubus 0% resist) and 47 (Greater Demon, 5% resist).

It works this way for you too, so if an enemy has 20% petrify, and you have 30% resistance, you roll vs. a 14 (which is their 20 reduce by 30%). Which is what is happening with the ninjas. I am seeing a 4% chance to get beheaded because it's normally 5%, and with 15 or 20% resistance that's a 4 or a 4.25, which rounds to 4.

And that means that pretty much no matter what I do they're still gonna have a tiny chance to get me. Grrr...

FWIW, damage spell resistance is much easier. You'll see something like Success = 78 and Resistance = 7, meaning you rolled a 78/100 to penetrate with the spell and the target has a 7 resistance to that type of spell. So long as you roll over 7, the spell penetrates. At this point a damage spell will do its damage, reduced by resistance to that element (if any).

For status spells, it's a bit muddy. The initial roll is followed by 1-2 Coercion rolls. I don't understand how they are calculated, only that the attacker's score has to beat the defender's score for it work. Sometimes it seems like passing one Coercion roll is good enough, other times you need to jump through several.
Last edited by camelotcrusade; Jun 21, 2016 @ 10:50pm
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Showing 1-6 of 6 comments
Makam Jun 22, 2016 @ 1:22am 
Thanks for the info, good to know.
Smiling Spectre Jun 22, 2016 @ 2:59am 
Originally posted by Makam:
For status spells, it's a bit muddy. The initial roll is followed by 1-2 Coercion rolls. I don't understand how they are calculated, only that the attacker's score has to beat the defender's score for it work. Sometimes it seems like passing one Coercion roll is good enough, other times you need to jump through several.
Well, in my observation, when _I_ do the attacks, it goes like that:

1. Check against general magic resistance (mag, cle, alc). It's most simple to observate with my Bishop that have Nullify resistance ability. If it's failed, nothing happens.
2. Check against effect to work. It seems, it have the same percent mechanic that described by you above - at least, 100% immunity always gives 0 roll for my d100.
3. For most spells it's all. But if it have "hard to resist" in the description (individual sleep and paralyse have it for example), there is _another_, second check, if first will fail.

For the weapons every described effect applies once per hit, on stage 2, without MR check.
Last edited by Smiling Spectre; Jun 22, 2016 @ 2:59am
camelotcrusade Jun 22, 2016 @ 8:25am 
Originally posted by Smiling Spectre:
Originally posted by Makam:
For status spells, it's a bit muddy. The initial roll is followed by 1-2 Coercion rolls. I don't understand how they are calculated, only that the attacker's score has to beat the defender's score for it work. Sometimes it seems like passing one Coercion roll is good enough, other times you need to jump through several.
Well, in my observation, when _I_ do the attacks, it goes like that:

1. Check against general magic resistance (mag, cle, alc). It's most simple to observate with my Bishop that have Nullify resistance ability. If it's failed, nothing happens.
2. Check against effect to work. It seems, it have the same percent mechanic that described by you above - at least, 100% immunity always gives 0 roll for my d100.
3. For most spells it's all. But if it have "hard to resist" in the description (individual sleep and paralyse have it for example), there is _another_, second check, if first will fail.

For the weapons every described effect applies once per hit, on stage 2, without MR check.

Thanks, that makes sense. Resistance check (flat vs res), effect check (reduced by res), extra check (if required by effect). Is that last check the same as the first type, the type or something new? I haven't watched for it yet to see.
Last edited by camelotcrusade; Jun 22, 2016 @ 8:27am
Pretty sure the "Coercion" is a level check, like with summons. Enemies that are much higher level than you get multiple resist checks and if they pass one it fails. Explains why single target status effects need multiple attempts against floormasters at low levels despite them having a base success rate at/near 100% and those enemies not having very high magic/status resistance.
Smiling Spectre Jun 22, 2016 @ 4:21pm 
Originally posted by camelotcrusade:
Thanks, that makes sense. Resistance check (flat vs res), effect check (reduced by res), extra check (if required by effect). Is that last check the same as the first type, the type or something new? I haven't watched for it yet to see.
Sorry, seems I am too vague. Let me re-phrase my words:

2.1. Check against effect to trigger.
2.2. For "hard to resist" spells it's the second check of the same type, if check 2.1 failed. :)

Is it better? :)
haplok Nov 2, 2016 @ 4:02am 
Epic thread!

I was really wondering about these things.
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