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Premonition, Chant of Fortress, etc

Posted: Sat Mar 19, 2016 5:20 am
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.

Re: Premonition, Chant of Fortress, etc

Posted: Sat Mar 19, 2016 3:31 pm
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.