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Resist vs Shrug off, aka how the heck do saves work

Posted: Mon Jan 06, 2020 10:08 pm
by Tryble
Messing around in dev mode trying to get an addon making effect of callbackOnEffectSave work, noticed something I don't quite understand.

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What is the cause of 'Player resists' vs 'Player shrugs off'? Shrugging off appears to be the result of saves, and whenever that message appears, callbackOnEffectSave is called, but not when 'player resists'. This guy is a new char advanced to 50 and given high saves, he has no immunities or resistances of any sort.

note: relevant section of code here, I'm just having a bit of trouble following what is going on.

Re: Combat Log: Resist vs Shrug off

Posted: Mon Jan 06, 2020 10:41 pm
by HousePet
I didn't follow it very deeply, but it looks like "Shrugs off" is from passing the saving throw. Whereas "Resists" is from the duration of the effect being made 0 (or less) from anything?

Re: Combat Log: Resist vs Shrug off

Posted: Mon Jan 06, 2020 11:49 pm
by Tryble
That's what had me scratching my head - the character was a naked talentless Lv1, just with high saves, so where did the resisting come from? I had always thought 'resist' meant the immunity chance from gear and so on.

Looking through things more closely, it looks like saves are a bit different than how I understood it from reading the wiki like three years ago.
If I'm following things correctly, saves attempt to mitigate effects in two ways...

One, by reducing duration on L7330, possibly bringing the duration to zero. When that's the case, the player will see that they "resisted", and callbackOnEffectSave isn't called. Apparently, when saves that negate effects because they are extremely high doesn't count as a save. If you set your saves around 15~19 effective save higher than an enemy, you see a lot of shrug offs and low duration effects applied. The other is the 'saved' check, a checkHit call on 7322. This save succeeding whereas the duration reduction fails to reduce to 0 is what causes the callback to trigger.

Very odd that high saves negating effects doesn't always count as saving for the purposes of the callback, but I think my question is sort of solved now.