Teleport Resistance

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

Teleport Resistance

#1 Post by Dracos »

I know it's supposedly a long/old bug but:

With the vor mages now regularly using phase door and teleport (or maybe they've always done that above normal), it's a real kick that immunity does nothing, and saves do jack.
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ibanix
Wyrmic
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Re: Teleport Resistance

#2 Post by ibanix »

You mean that teleport resistance isn't giving you whatever % resistance to those effects?
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GlassGo
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Re: Teleport Resistance

#3 Post by GlassGo »

Its work only against Dark Portal, not Phase Door.
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Dracos
Archmage
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Re: Teleport Resistance

#4 Post by Dracos »

ibanix wrote:You mean that teleport resistance isn't giving you whatever % resistance to those effects?
Pretty sure it is known that phase door and teleport both go right through teleport resistance 100%. At least folks were chattering as if it was long known in tomechat.
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Steven Aus
Archmage
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Re: Teleport Resistance

#5 Post by Steven Aus »

It is a bit funny that teleport other is not stopped by teleport resistance. I think it might make teleport resistance worthwhile building if it actually protected at least against all normal kinds of teleport other, including phase door.

HammyHamster
Cornac
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Re: Teleport Resistance

#6 Post by HammyHamster »

It's a funny potential thing. Since playing a Temporal Warden, I wondered if teleport resistance works and if it is a two-sided sword. You'd expect it to be really bad to have if you regularly use teleports.

I doubt that would be popular, though.


But good to know that it's not currently working, if only for the game mechanics.

InC
Wayist
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Re: Teleport Resistance

#7 Post by InC »

Looking at the code, the only thing teleport immunity does is removing any chance to save against enemy teleports.

It's a simple fix though, from Conveyance.lua the two instances of:

Code: Select all

if target ~= self and target:canBe("teleport") then
	local hit = self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0))
	if not hit then
		game.logSeen(target, "The spell fizzles!")
		return true
	end
end
should be:

Code: Select all

if target ~= self
	if not target:canBe("teleport") or not self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0)) then
		game.logSeen(target, "The spell fizzles!")
		return true
	end
end

darkgod
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Re: Teleport Resistance

#8 Post by darkgod »

fixed
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