Sacred 2:Spell Resistance

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spellresistance.gif Spell Resistance

Increases spell resistance against magic spells and additional damage effects such as Burn, Poison, Freeze, Weaken, as well as the chance to evade Critical Hits.



Skill level 1 10 20 30 40 50 60 70 74 75 80 90 100 110 120 130 140 155 170 185 200
Spell Resistance, +%: 9,8 41,7 71,5 96,9 118,5 137,3 153,6 168,1 173,5 180,8 195,1 221,1 243,8 264,2 282,2 298,3 313,1 332,5 349,5 364,5 377,7
Evade Critical, -%: 9 29,4 41,7 49,2 54,2 57,8 60,5 62,7 63,4 64,3 66,1 68,8 70,9 72,5 73,8 74,8 75,7 76,8 77,7 78,4 79
Reduction of DE, +%: - - - - - - - - - 35,6 33,8 31,1 29 27,4 26,1 25,1 24,2 23,1 22,2 21,5 20,9


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Mastery

  • At skill level 75, Spell Resistance reduces the duration of Detrimental Effects (unlocks the "Reduction of Detrimental Effects" skill bonus).


Properties

  • Protects against Critical Hits caused by spells


Breakpoints


The Spell Resistance bonus at a given skill level x is given fairly precisely by the following formulas:

  • 400*(x+1.5)/(x+100) Pre-Mastery
  • 600*(x-32.5)/(x+66) Mastery

The Evade Critical Hits bonus at a given skill level x is given fairly precisely by the following formulas:

  • 80.0*(x+1.50)/(x+21.25) Pre-Mastery
  • 85.6*(x-32.9)/(x-19.0) Mastery

The Reduction of Detrimental Effects bonus at a given skill level x is given fairly precisely by the following formulas:

  • 99.9 - 85.6*(x-32.9)/(x-19.0) (meaning that the values of Evade Critical Hit and Detrimental Effect Reduction add up to 99.9)

The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.

As an example, spell resistance at x=75: 75 is the first mastery level, so we take the mastery formula and we have

600*(75-32.5)/(75+66) = 600*42.5/141 = 180.85

This value compared with the table value is a good example of the precision the formulas offer.


Alternate methods of increasing Spell Resistance


How it works

Spell Resistance is both a stat and a skill. The stat is based on the character's Willpower attribute (so if you have a willpower of 200, you will have a base Spell Resistance of 200 before any other mods are factored in), and it can be increased by a number of means (the +% Spell Resistance mod on items, either native on the item, or forged into items). Spell Resistance is used in a calculation with Spell Intensity (the defender's Spell Resistance vs. the attacker's Spell Intensity), if the defender "wins" or "succeeds" on this calculation, the attacker's spell's damage is reduced by a % (possibly 30%), if the attacker "wins", their spell damage is not reduced at this point (though it will still be reduced by any armor resistances or elemental mitigation).

The Spell Resistance skill gives the defender a greater chance of "winning"/"succeeding" on the Spell Resistance/Spell Intensity check, in the same way that Combat Reflexes gives the defender a greater % chance of "succeeding" on the attack/defence check. The skill also reduces the chance for the defender to take a critical hit from a spell & at Mastery the skill reduces "detrimental effects".

As there is no analogue of the chance to hit % on the character screen, the Spell Resistance skill does not appear to have any effect, but we are informed by the devs that it is working.