
Saves and resistances
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- Thalore
- Posts: 190
- Joined: Sun Oct 31, 2010 2:50 pm
Saves and resistances
Eh, I think I have been away for far too long, now I have completely forgotten how saves and resistances work.
Could somebody give me a quick recap? Thanks!

Re: Saves and resistances
Per http://te4.org/wiki/Saves_and_To-Hit
50% + (attack - defence)*2.5% is the chance for something to land, where "attack" and "defence" are the relevant stats for that ability (mindpower vs. spell save or whatever). The damaging part of spells/psionics/poison spit/etc. always hits (unless the target moves out of the way). "Defence" also reduces debuff duration by 5% per point it is over "attack".
Resists are just pure damage reduction. Specific resist and all resist stack multiplicatively, but won't effectively take you above, say, your 75% max fire resist. Affinity (healing from damage) is counted before resists, and applies after you take damage, so it doesn't grant total immunity. Resistance penetration of 10% effectively reduces target resists to (0.9 * resist), not (resist - 0.1).
I think that's most of it.
50% + (attack - defence)*2.5% is the chance for something to land, where "attack" and "defence" are the relevant stats for that ability (mindpower vs. spell save or whatever). The damaging part of spells/psionics/poison spit/etc. always hits (unless the target moves out of the way). "Defence" also reduces debuff duration by 5% per point it is over "attack".
Resists are just pure damage reduction. Specific resist and all resist stack multiplicatively, but won't effectively take you above, say, your 75% max fire resist. Affinity (healing from damage) is counted before resists, and applies after you take damage, so it doesn't grant total immunity. Resistance penetration of 10% effectively reduces target resists to (0.9 * resist), not (resist - 0.1).
I think that's most of it.
Re: Saves and resistances
Res all is multiplicative with normal resistance.
A few things can raise your resistance cap; true grit, being a lich, rare egos. Note that true grit will give less res cap the more res cap you currently have.
A few things can seriously reduce resistance:
-spellshock
-curse of vulnerability
Spellshock is based on saves when you get hit by a spell with high spell power and you have low spell saves you can get spellshock.
Due to spellshock being rather common when things have high spell power and the possibility of high penetration I would not reccomend relying overly much on resistance in higher difficulties. I have seen rares/uniques with 90+% res penetration on madness. That is the extreme but even 50% res penetration is a huge damage increase when you have 70% res as the closer the res gets to 100% the greater each 1% contributes to time to live.
Also armor is figured before most everything and will work well with resist, it will reduce base damage before a dam multiplier and then res would multiply the final down again.
A few things can raise your resistance cap; true grit, being a lich, rare egos. Note that true grit will give less res cap the more res cap you currently have.
A few things can seriously reduce resistance:
-spellshock
-curse of vulnerability
Spellshock is based on saves when you get hit by a spell with high spell power and you have low spell saves you can get spellshock.
Due to spellshock being rather common when things have high spell power and the possibility of high penetration I would not reccomend relying overly much on resistance in higher difficulties. I have seen rares/uniques with 90+% res penetration on madness. That is the extreme but even 50% res penetration is a huge damage increase when you have 70% res as the closer the res gets to 100% the greater each 1% contributes to time to live.
Also armor is figured before most everything and will work well with resist, it will reduce base damage before a dam multiplier and then res would multiply the final down again.