Difference between revisions of "Magic Evasion"

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: For exemple [[Heraldic Imp]] in [[Caedarva Mire]] have high resistance to [[sleep]] but not to [[gravity]].
 
: For exemple [[Heraldic Imp]] in [[Caedarva Mire]] have high resistance to [[sleep]] but not to [[gravity]].
 
== Formula for magic landing rate ==
 
== Formula for magic landing rate ==
* If a caster(A) with MA [[Magic Accuracy]] for that spell casts on a target(B) that has ME Magic evasion to that spell, the magical landing rate of the spell is calculated as follow :
+
* If a caster(A) with MA [[Magic Accuracy]] for that spell casts on a target(B) that has ME Magic evasion to that spell, the [[Magic hit rate]] of the spell is calculated as follow :
  
 
:'''landing rate(%) = 50 + X*(MA-ME)'''
 
:'''landing rate(%) = 50 + X*(MA-ME)'''

Revision as of 16:39, 1 August 2009

Overview

Magic Evasion is a stat that controls the ability to Resist a magical spell, just like (Melee) Evasion controls the ability to evade physical attacks.

  • Unlike melee evasion, only a few pieces contain the term 'magic evasion". Such equippement can be found on augmented armors. The term is however used in the description of the Red Mage weapon skill Death Blossom.
  • Adding 1 point of magic evasion on the target of the spell (monster or player) is equivalent to removing 1 point of magic accuracy on the caster.
  • Magic evasion can be specified to apply to only certain spells or certain type of spells. For instance Barsleep grants magic evasion to sleep or repose and barfire grants magic evasion to all fire based spells (burn, Flare, etc).
  • The elemental resistance table under the equippement screen gives the relative increase/decrease in magic evasion to all 8 base elements.
  • 1 point of elemental resistance is equivalent to 1 point of magic evasion for the specified element. For instance Crimson Cuisses give 20 magic evasion to Fire spells.
  • Different spells have different magic accuracies (for instance tier I elemental magic is less accuracte than tier IV), or equivalently, players and monsters have different magic evasions depending on what spell is used.
For exemple Heraldic Imp in Caedarva Mire have high resistance to sleep but not to gravity.

Formula for magic landing rate

  • If a caster(A) with MA Magic Accuracy for that spell casts on a target(B) that has ME Magic evasion to that spell, the Magic hit rate of the spell is calculated as follow :
landing rate(%) = 50 + X*(MA-ME)
where X=0.5 if ME>MA and X=1 if ME<MA.
Note that this only applies to the landing rate of the spell unresisted (full damage elemental magic or full duration enfeebling spell). The partial resist rates are a simple fuction of this rate (see Resistance).
  • Monsters of higher level than the player have much higher magic accuracy than the player's magic evasion. As a result, without use of magic evasion gear or barspells, resist will be seldom. In order to see a landing rate that is not 5% or 95% (those are the caps), the caster has to have a Magic Accuracy comprised between ME-90 and ME+45, where ME is the magic evasion of the target.
For exemple, lvl 76 Friar's Lantern in Halvung have an estimated magic accuracy of ~ 150 above the player's natural magic evasion, which means that even with 90 fire resist from gear/barfire, they will land 95% of their spells on a level 75 character. A player needs around 230 fire resist to resist 95% of their spells.