Premonition, Chant of Fortress, etc

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Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Premonition, Chant of Fortress, etc

#1 Post by Dracos »

Curiousity in case someone knows:
There's a handful of case specific damage reduction that doesn't show up in your character sheet (like Chant of Fortress). I was wondering if that got counted against your max resist cap (e.g., if you have other things that bring your resist up to 70, chant of fortress is worthless) or whether it applies separately (in which case, it really is very awesome)

Not that many characters are ever in that state, but it does happen from time to time with high powered wild infusions and late game equipment.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Tryble
Thalore
Posts: 147
Joined: Tue Sep 22, 2015 11:53 pm

Re: Premonition, Chant of Fortress, etc

#2 Post by Tryble »

Anything the explicitly states that it improves resistance will generally be subject to resistance caps, like Premonition.

Chant of Fortress doesn't say so, so let's look at it further. The code detailing it is here.
http://git.net-core.org/tome/t-engine4/ ... chants.lua

I'm only an amateur coder, so here's how I see it. The relevant line is this:

Code: Select all

	getDamageChange = function(self, t)
		return -self:combatTalentLimit(t, 50, 14, 30) -- Limit < 50% damage reduction
For abilities that improve resistance, we usually see some kind of getResistance function, like in the Premonition or Thick Skin talents, not a getDamageChange line. Here's the Premonition example.

Code: Select all

	getResist = function(self, t) return 10 + self:combatTalentSpellDamage(t, 2, 25) end,
So, we suspect that Fortress doesn't involve resistances at all (and thus ignore enemy resist penetration, resist caps, etc), and now we can be reasonably certain that this is the truth.
Pronounced try-bull, not tree-bell

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