Spells | Resisting Spells | Resist Chart | Resist Calculator |

Resisting Magic, by Rainman |

Many people wonder exactly how to deal with resisting the powers of magery in UO. Many are confused as to exactly how things work, and what combination of skills they may or may not need to effectively combat the more powerful casting creatures, or mage player-characters. The intent with this document is to give the average player a firm grasp on exactly how resistance is calculated. The further you read along this document, the more the inner-workings of the game are "spoiled" for you. Mini-Faq:
(Including: magic arrow, harm, fireball, lightning, energy bolt, explosion, chain lightning, meteor swarm, flamestrike, and Earthquake) Here is an outline of how spell damage is calculated:
Your chance to resist is calculated by comparing your resistance skill to the magery of your attacker, as well as the level of difficulty of the spell he/she is casting. This assures that it is always more difficult to resist a flamestrike than it is to resist a magic arrow, as the circle of the spell is included in the chance-to-resist calculation. It also gives clear advantages towards having higher levels of magery, as even fireball can become extremely deadly when it's being thrown from multiple master or grandmaster mages. Figuring your chance to resist a spell is done as follows: - Your resistance skill divided by 5
**Your_Chance_to_Resist = Your_Resistance / 5** - Your resistance skill minus the sum of (your attackers magery skill (less 20 points) divided by five) and (the circle of the spell multiplied by 5)
**Your_Chance_to_Resist = Your_Resistance - (( Attackers_Magery - 20 )/5 + Spell_Circle*5))**
This ensures that you always have a minimum chance to resist a spell. That minimum chance is your resistance skill divided by five. So a character with 30 resistance skill, always has at least a 6% chance to resist ANY spell thrown by ANYONE. This is necessary to ensure that its still possible to advance the skill, even at low levels. Admittedly at zero skill, your chance to resist would be zero. However, you can easily train up to 20-30 points of the skill from mage NPC's (this is highly recommended to anyone who has a character with zero resistance). Conversely, This tells mages that they don't always have to use the highest possible spell in their arsenal. If they know their opponent well enough to have a grasp of his/her resistance skill, lower spells can be used with nearly equal effectiveness. (though admittedly, at a higher cost in reagents). Your evaluate intelligence skill, as an attacker, does not enter in to this part of the equation.
The remaining damage is multiplied against a small equation: If your resistance is
From this modifier, further damage is either taken away or added to the Base_Damage after resistance was figured in. If the spell was resisted, then Base_Damage is already at 50% of what it would be, otherwise it's still at 100%.
Chance to resist = 100 - ( ( 80 - 20 ) / 5 + 6*5) = The result here is a
Chance to resist = 100 - ( ( 90 - 20 ) / 5 + 7*5) = The result here is a
Chance to resist = 70 - ( ( 95 - 20 ) / 5 + 6*5) = The result here is a
Chance to resist = resist / 5 = The result here is a
A Simple example of this would be casting CURSE on a monster or player. If your magery is 85, then you take -8 points away from that character in all three stat categories. Conversely, if you were to cast bless, you would add +8 stats to all three stat categories.
The spells The The spells |