Posts: 7
Threads: 2
Joined: Mar 2019
(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.
August 3rd, 2023, 21:07
(This post was last modified: August 3rd, 2023, 21:09 by Seravy.)
Posts: 10,496
Threads: 395
Joined: Aug 2015
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.
Posts: 7
Threads: 2
Joined: Mar 2019
(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?
Posts: 1,058
Threads: 14
Joined: Nov 2020
(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?
August 4th, 2023, 10:21
(This post was last modified: August 4th, 2023, 10:24 by Seravy.)
Posts: 10,496
Threads: 395
Joined: Aug 2015
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.
August 4th, 2023, 14:44
(This post was last modified: August 4th, 2023, 14:44 by GMBarak.)
Posts: 289
Threads: 20
Joined: Jan 2022
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.
Posts: 10,496
Threads: 395
Joined: Aug 2015
Yes, I fixed that bug about 2 hours ago.
Don't hire those, they have no race and using them will crash the game.
Posts: 1,058
Threads: 14
Joined: Nov 2020
I don't know if it actually crash but I try once and it end up become barbarian outpost.
Posts: 1,058
Threads: 14
Joined: Nov 2020
(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.
|