Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I expect it is a two factor problem - either the merge or the module.ini changes could work, but not the two in combination, making it difficult to debug.
from Reports: click Reference Material: View all Lords (and yourself): (the left arrow at the top to go to the last selection): and now click yourself. At resistances, all the pluses and minuses from the materials worn times their surface area (roughly) gave a percent plus or minus as a resist for fire as F. A negative value amplifies damage and a positive value reduces damage. This is independent from your magic defense skill, which is different and occurs elsewhere. Non-magical Metal is worst, plate, banded, and chain from worst to best, although non magical metal offers some protection from cleric "spells". (Good aligned) Clerics add to magic defense, again not at this layer, while necromancers reduce effective defense, from the presence of positive and negative energy pools. I won't touch the damage, but the retreat at sieges I will look at.
Arguing with me will have you encouraged to start modding by the way; repetitively bringing up how you were one shotted like it is my fault could be a passive aggressive argument. I can get aggressive too, but lets skip that.
head 3
body 5
legs 3
gloves 2
Each gear slot is examined for material, scaled, then the result added to a cumulative total by damage category. Once all equipped gear slots are checked the total is written to a slot at the agent database, to save these types of calculation having to be done repetitively during battle. The player is rechecked every 21 seconds or so, because sneaky players may change their gear depending on whether I forgot to remove chests etc.
This passive resist is the last adjust to every spell's damage; the magic aptitude amplifies outgoing damage while magic defense tends to partially reduce that amplification, but the amount reduced by defense differs by spell. I don't get hit by 250 points damage reliably, but I also tend to steer away from plate armor as it interferes with my freedom of movement. I seldom try to tank at a siege, and instead attack ladders by spell or ranged from the sides so that I am not the first target.
Ladder sieges are best for defenders as the height difference caster to target offers more protection from lightning and ice storm. Tower sieges are the same height for casters at the tower so they will have more damage to you. Fireball is the great equalizer, although lightning might do more damage to the single intended target and few armors resist cold very well, excepting fur based.