Spell mod affected MR?

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spawn
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Joined: Fri May 23, 2014 7:36 pm

Spell mod affected MR?

Post by spawn »

So if anyone has any free time / knowledge, could possibly look into this..

Have not payed attention prior to the spell mod, nothing that stood out, but afterwards, it seems monsters are able to cast as high as the spell cap goes, without factoring in MR (which should be spell damage - MR, right?)

Have seen this with different monsters bosses, Oz casting for 620 (630 cap), Manscorp shamans casting for 410 (420 cap I believe), some others too. The char in question has 100 MR (not that its a whole lot), but it seems that MR has no impact.

Any input?


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syntax
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Re: Spell mod affected MR?

Post by syntax »



spawn
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Joined: Fri May 23, 2014 7:36 pm

Re: Spell mod affected MR?

Post by spawn »

Syntax thank you for the reply but I am specifically interested in the MR factor. Monsters casting the boosted spells is understandable, but should it not factor in and subtract MR from the total? Casting the cap seems like its not factoring in MR at all. Any input?

:mrgreen:


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BearFather
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Re: Spell mod affected MR?

Post by BearFather »

I haven't even looked at the mod, but if you check the spells see what type of damage it does. Make sure they say "Damage(-MR)". And not just "Damage".


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syntax
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Re: Spell mod affected MR?

Post by syntax »

Specifically, check in the second mod to make sure the monsters have been changed to the "Damage(-MR)" type as bear said. I'm pretty sure though that we wouldn't have changed any spell types.


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