08-28-2003, 01:59 AM
adamantine,Aug 27 2003, 11:18 AM Wrote:that could be related to the 1/5 penalty if the monster has 99%+ resist.This is potentially a big deal for Necros (e.g. Amp Damage -100 cracking at all when repeated would nearly wipe out their physical resist) but I forsee Paladins potentially wanting to carry charges of weenie lower resist because if that allows a crack that conviction could not do by itself, then (?) the next conviction pulse could operate at full efficiency, making Vengence or other party members happier (not to mention that a recast of the weenie lower resist might now be enough to maintain the crack?--iirc charges are level 3 for -41).
so let's say you have lvl 10 lower resist(-55) and the monster has 110% poison resist.
the first time you cast it it's only 1/5 effective, so the resist drops to 99%, then when you cast it the second time since their resist isn't above 99% it's recalculated without the 1/5 penatly, which makes it 55%.
If someone else doesn't confirm/answer this for v1.10s I'll get around to it. I am inclined to think it isn't what the design for immunity intended (i.e. the code should "remove" the prior conviction or lower resist or etc. effect on resist before asking the question: am I at 100 or above such that I should nerf to 1/5 effectiveness this lowering I'm about to calculate?).
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits