Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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CoM version 1.5.0, looking for a few testers

(August 3rd, 2023, 08:59)Sapher Wrote: I trust in-game description more

Well it would be nice if the official online FAQ and the in game description didn't conflict.

Anyway, so using that formula with runemaster + specialist ( sorcery ) + ruler of heaven..

62.5 / 62.5 ( 100 * 4 ) = 13% chance to dispel that spell lock.

That's without aether binding or runemaster on the dispellers side. IMO that's WAY to powerful vs max stacked dispel resistance and makes runemaster a waste of 2 picks. I am very disappointed :-(

But it would be nice to know the real formula, there's plenty of unknowns here still.
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The ingame description is correct.

Chance to dispel is "Dispel Power/(Spell Resistance+Dispel Power)".

So chance to resist is 1-(Dispel Power/(Spell Resistance+Dispel Power)) which equals Spell Resistance/(Spell Resistance+Dispel Power).

Dispel Power is the base cost of the Dispel Magic (including slider cost) multiplied by anything that improves Dispel Power (like AEther Binding).
Spell Resistance is the base cost of the spell (including slider cost) multiplied by anything that improves dispel resistance, such as Runemaster.

Dispelling Wave, Disillusionise and Disenchant Area use the same formula.

Disjunction uses Chance to disjunct = Disjunction power/Spell Resistance instead. So you can reach 100% success rate on that.
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(August 3rd, 2023, 21:07)Seravy Wrote: The ingame description is correct.

Chance to dispel is "Dispel Power/(Spell Resistance+Dispel Power)".

So chance to resist is 1-(Dispel Power/(Spell Resistance+Dispel Power)) which equals Spell Resistance/(Spell Resistance+Dispel Power).

Dispel Power is the base cost of the Dispel Magic (including slider cost) multiplied by anything that improves Dispel Power (like AEther Binding).
Spell Resistance is the base cost of the spell (including slider cost) multiplied by anything that improves dispel resistance, such as Runemaster.

Dispelling Wave, Disillusionise and Disenchant Area use the same formula.

Disjunction uses Chance to disjunct = Disjunction power/Spell Resistance instead. So you can reach 100% success rate on that.

Well thanks for clearing that up. Now where do I edit settings so dispel resistance isn't useless?
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(August 3rd, 2023, 21:07)Seravy Wrote: The ingame description is correct.

Chance to dispel is "Dispel Power/(Spell Resistance+Dispel Power)".

So chance to resist is 1-(Dispel Power/(Spell Resistance+Dispel Power)) which equals Spell Resistance/(Spell Resistance+Dispel Power).

Dispel Power is the base cost of the Dispel Magic (including slider cost) multiplied by anything that improves Dispel Power (like AEther Binding).
Spell Resistance is the base cost of the spell (including slider cost) multiplied by anything that improves dispel resistance, such as Runemaster.

Dispelling Wave, Disillusionise and Disenchant Area use the same formula.

Disjunction uses Chance to disjunct = Disjunction power/Spell Resistance instead. So you can reach 100% success rate on that.

Is it possible to modify individual dispel strength of spell like disenchant area and disillusionise?
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Quote:Is it possible to modify individual dispel strength of spell like disenchant area and disillusionise?

Unfortunately not, I should have added the spell ID as a script parameter.

Edit : There is a workaround.
Make the spell more expensive in Spells.INI and then add a discount in CCost.CAS that's always active and applies to that spell only.
For example, if you want Dispel Magic to be twice as powerful, change the cost from 10 to 20 and add a 50% discount to the script.
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Hi, I was offered 5 settlers as mercenaries, no issue with that, the issue is that the title was "Settlers" and I did not know which race they were, and there was no way to know before hiring them.
No mode was used.
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Yes, I fixed that bug about 2 hours ago.
Don't hire those, they have no race and using them will crash the game.
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I don't know if it actually crash but I try once and it end up become barbarian outpost.
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(August 4th, 2023, 10:21)Seravy Wrote:
Quote:Is it possible to modify individual dispel strength of spell like disenchant area and disillusionise?

Unfortunately not, I should have added the spell ID as a script parameter.

Edit : There is a workaround.
Make the spell more expensive in Spells.INI and then add a discount in CCost.CAS that's always active and applies to that spell only.
For example, if you want Dispel Magic to be twice as powerful, change the cost from 10 to 20 and add a 50% discount to the script.

Thank you.
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