[b23] Can someone explain resistances definitively?

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Post Reply
Message
Author
jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

[b23] Can someone explain resistances definitively?

#1 Post by jenx »

I've played lots of characters and won twice with temporal wardens, so I know enogh about how to play the game, but resistances remain a mystery to me. Here are some of my queries:

1. I'll be plugging away, checking my character sheet, and the presto, I've got 2% resist all, even though no gear says so.Where does this come from? Do any stats increase resist all? Do other resists contribute to this eventually?
2. I have 100% confusion immunity sometimes and I get confused! This seems inherently flawed to me. Either it is 100% or it isn't.
3. I'm not sure if this is fixed in [b23] but skeletons that start with 100% poison resist which then wear something with poison resist, get two lines in the character sheet, one says 100% and the other x%. Not really a query!
4. Are there any damages from critters that one cannot resist at all (like the plasma attacks in some angband variants)?
5. This is my final question: in other angband variants, and I've played most of them, there are major racial differences in starting resists, and in how they accumulate over the game. Is this the case in this game? Undead have specific resists initially, but do other races gain resists at all, and if so, at different rates? There doesn't seem to be for me, but again, there is little documentation.
MADNESS rocks

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: [b23] Can someone explain resistances definitively?

#2 Post by greycat »

jenx wrote: 1. I'll be plugging away, checking my character sheet, and the presto, I've got 2% resist all, even though no gear says so.Where does this come from? Do any stats increase resist all? Do other resists contribute to this eventually?
Constitution. Also, "Wild" infusions, the Cursed/Doomed "Unnatural Body" talent, and some equipment... but what you're describing is almost certainly coming from Con.
2. I have 100% confusion immunity sometimes and I get confused! This seems inherently flawed to me. Either it is 100% or it isn't.
Haven't seen that....
3. I'm not sure if this is fixed in [b23] but skeletons that start with 100% poison resist which then wear something with poison resist, get two lines in the character sheet, one says 100% and the other x%. Not really a query!
There seems to be two things -- one called "poison resistance" and one called "poison immunity". I have no idea what the difference between them is.
4. Are there any damages from critters that one cannot resist at all (like the plasma attacks in some angband variants)?
I don't think so. Some resists are simply harder to get than others. Plus there's "resist all" as you've already noted, which applies to every damage source.
5. This is my final question: in other angband variants, and I've played most of them, there are major racial differences in starting resists, and in how they accumulate over the game. Is this the case in this game? Undead have specific resists initially, but do other races gain resists at all, and if so, at different rates? There doesn't seem to be for me, but again, there is little documentation.
T4 races don't get resistances, other than the undead. They get stat bonuses and penalties, and talent trees (except Cornac, who get a category point instead of a talent tree).

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b23] Can someone explain resistances definitively?

#3 Post by jenx »

Thanks. I never knew that about constitution!
MADNESS rocks

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: [b23] Can someone explain resistances definitively?

#4 Post by Final Master »

A note about the constitution effecting Resist All - everyone - read the changelogs please. Stuff is actually said there that impacts the game.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Snarvid
Spiderkin
Posts: 592
Joined: Mon Mar 28, 2011 12:42 pm

Re: [b23] Can someone explain resistances definitively?

#5 Post by Snarvid »

And what are resistances vs saves? Former avoids, latter recovers?

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: [b23] Can someone explain resistances definitively?

#6 Post by greycat »

Resistances are straight-up damage reduction. If you're hit for 100 fire damage and have 10% fire resistance, you only take 90 damage.

Saving throws are a chance of avoiding/negating an effect. Much like Defense is a chance of dodging/deflecting a blow.

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: [b23] Can someone explain resistances definitively?

#7 Post by Canderel »

Saves reduces the durations on freeze (spell), stun, slow, pin, disarm (phys), blind, silence, confusion(mental).

Code: Select all

local p = self:combatPhysicalResist(), rankmod * (util.bound(self:combatPhysicalResist() * 3, 40, 115) / 100)
dur = dur - math.ceil(dur * (p) / 100)
This means your duration is decreased if your phys save is above 38 by 28.75% (25*1.15), and always by at least 10%. (The rankmod comment is a bit outdated, but I am guessing player's rankmod = 25)

Following effects will "just not happen" (depending on source some might not have a "save", and source will also determine against which save you save):
  • Stun
  • Disarm
  • Knockback
  • Torment
  • Constriction
  • Diseases
  • Grab
  • Web-pin/stun
  • Crush
  • Silence
  • Confusion
  • Blind
  • XP Drain (does that happen?!)
  • Some time related effects
Bleed probably should also check, but only checks at skill level apparently.

Post Reply