Tower of Time
Game mechanics
1. How does magic resist and magic penetration work? My tank has 80% fire resist. Enemy mage has 50% magic penetration. What damage would tank take?
Now enemy uses fire spell and then fire attack with weapon. Is there difference?

Also do having higher than 80% resist helps to reduce mag.penetration?
Do having high mag.penetration against 0 resist target increase mag.damage?

2. Do multiple aura's stack? I have 2 elemental resist Aura shoes, do they stack or only one works?

3. How much hp passive regen can be stacked? Currently (after patch) mana regen can be in 25-30 mana/sec (dont need faster). And hp? Around 100 hp/second or higher (for Boron)?

Last edited by kirill-busidow; Apr 19, 2018 @ 1:32am
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greenbrog Apr 19, 2018 @ 7:36am 
I am going to write this all up on the wiki today. but quickly
1. Magic resistance and penetration: Magic penetration subracts from the resistance and then damage is reduced by resitance. Resistance has a hard cap of 80% on the player but over capping is tracked to all for debuffs. Mobs do not suffer from this and receive can become immiune. Magic penitration can push someone into the -res, and with that it becomes a damage muliplier. Magic penatration and skill effect of the same value will almost always mean that penetration is better, if a mob has 120% of a resistance and they are being penetrated by 50% it means they are taking 70% reduced damage; without penetration the mob is immune to the damage no matter the skill effect multiplier.
2. Yes, but they dont show up on the charecter sheet; they are factored in the Battle ground, same for alignment bonuses and armor auras.
3. No limit. Your hitting 25-30 mana/sec after the most recent hotfix? That seems too high still.
kirill-busidow Apr 19, 2018 @ 8:02am 
Originally posted by greenbrog:
3. No limit. Your hitting 25-30 mana/sec after the most recent hotfix? That seems too high still.

You should be worried about 100 hp/sec regen if you care about balance. I will test how high i can go, in theory it is achievable.
greenbrog Apr 19, 2018 @ 8:07am 
yeah it was an issue before; but we noramlized it by taking away health as an affix and just put a flat amount based on tier. You can only statck life % so much and by crafting in the forge +health affixes there is a theoretical max health possible. Chasing affixes with %health multi is both "expensive" and requires giving up a differant affix. Yes you "can" get some really goo regen especailly when you factor in life leech on top of it. but it has been normalized to reasonable amounts


running all three % health enehcants and having a massive health pool is very desireable, and boron has the theoryetical highest possible health total, though only slightly better than ther plate wearers because health on medium armor isnt as high as plate.
Last edited by greenbrog; Apr 19, 2018 @ 8:09am
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Date Posted: Apr 19, 2018 @ 1:10am
Posts: 3