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Lowering Elemental Resistance


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#1 Jewels

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Posted 20 August 2009 - 07:05 PM

Using DLTCEP to create a spell, I'm attempting to lower the elemental resistances of targets using the same effect opcodes used to increase them, namely 27-30 and 84-85. The problem is that they just don't seem to work; I've tried cumulative, flat value and percentage, and regardless of the type used, target resistances remain the same.

At the moment I've been testing with Permanent (1) timing with resistances 0 and 2*. I can lower magic resistance, magic damage resistance and poison just fine using all three types, but with other resistances (elemental, slashing, crushing, piercing, missile) I'm unable to lower them.

* What exactly do the different resistance flags do? E.g. If a spell effect was to increase fire resistance, what would be the difference between 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance? For that particular case using 2,  I always thought the effect would bypass magic resistance (so it can be bestowed), and could not be dispelled.

#2 Miloch

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Posted 20 August 2009 - 09:41 PM

Using DLTCEP to create a spell, I'm attempting to lower the elemental resistances of targets using the same effect opcodes used to increase them, namely 27-30 and 84-85. The problem is that they just don't seem to work; I've tried cumulative, flat value and percentage, and regardless of the type used, target resistances remain the same.

So you've tried cumulative with a negative modifier? Could be it doesn't work for some resistances, despite what the IESDP says.

* What exactly do the different resistance flags do? E.g. If a spell effect was to increase fire resistance, what would be the difference between 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance? For that particular case using 2, I always thought the effect would bypass magic resistance (so it can be bestowed), and could not be dispelled.

That is correct. 0 is really "Not dispel/Not bypass resistance."

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#3 Wisp

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Posted 21 August 2009 - 12:34 AM

E.g. spin682.spl lowers fire resistance, if you want to sneak a peek at how it does it.

#4 Jarno Mikkola

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Posted 21 August 2009 - 06:27 AM

Yeah, as far as I know, the only usable way is to use the 27-31's with 'cumulative', and use the numbers above the 128 to actually lower the resistance, knowing the maximum to be 255, so for example the 205 is actually -50%.

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#5 Jewels

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Posted 25 August 2009 - 07:12 PM

Using DLTCEP to create a spell, I'm attempting to lower the elemental resistances of targets using the same effect opcodes used to increase them, namely 27-30 and 84-85. The problem is that they just don't seem to work; I've tried cumulative, flat value and percentage, and regardless of the type used, target resistances remain the same.

So you've tried cumulative with a negative modifier? Could be it doesn't work for some resistances, despite what the IESDP says.

I managed to get it working when I set the timing to duration. I guess some resistances can't be lowered permanently.

* What exactly do the different resistance flags do? E.g. If a spell effect was to increase fire resistance, what would be the difference between 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance? For that particular case using 2, I always thought the effect would bypass magic resistance (so it can be bestowed), and could not be dispelled.

That is correct. 0 is really "Not dispel/Not bypass resistance."

Strange. Before when I set the magic resistance modifier to non-magical, the spell still managed to remove the magic resistance from a Bone Golem. I even CTRL+Q'd the golem before and after just to check.

Yeah, as far as I know, the only usable way is to use the 27-31's with 'cumulative', and use the numbers above the 128 to actually lower the resistance, knowing the maximum to be 255, so for example the 205 is actually -50%.

I know resistances range from -128 to 127, though I think that's just for display. I once had my magic resistance at 215% despite only 127 being shown, and it took three castings of Lower Resistance before 125 was shown.

#6 Miloch

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Posted 26 August 2009 - 12:26 AM

Strange. Before when I set the magic resistance modifier to non-magical, the spell still managed to remove the magic resistance from a Bone Golem. I even CTRL+Q'd the golem before and after just to check.

I think some opcodes are hardcoded to ignore magic resistance. At least, that's the answer pro5 gave when I asked the same question as you a couple years back.

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#7 GeN1e

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Posted 26 August 2009 - 09:37 AM

* What exactly do the different resistance flags do? E.g. If a spell effect was to increase fire resistance, what would be the difference between 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance? For that particular case using 2, I always thought the effect would bypass magic resistance (so it can be bestowed), and could not be dispelled.

0 - non-dispellable, bypasses MR
1 - dispellable, no MR bypass
2 - non-dispellable, no MR bypass
3 - dispellable, bypasses MR

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#8 Miloch

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Posted 26 August 2009 - 02:53 PM

* What exactly do the different resistance flags do? E.g. If a spell effect was to increase fire resistance, what would be the difference between 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance? For that particular case using 2, I always thought the effect would bypass magic resistance (so it can be bestowed), and could not be dispelled.

0 - non-dispellable, bypasses MR
1 - dispellable, no MR bypass
2 - non-dispellable, no MR bypass
3 - dispellable, bypasses MR

DLTCEP has what Jewels said. So which is right, the IESDP or DLTCEP? If it's the former, I've got a buttload of items to fix, though I suppose I could run a fat patch across them all.

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#9 GeN1e

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Posted 26 August 2009 - 02:57 PM

I have DLTCEP v6.71 and it says what I wrote. In any case, 0 really does mean non-magical.

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#10 Miloch

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Posted 26 August 2009 - 03:03 PM

I have DLTCEP v6.71 and it says what I wrote. In any case, 0 really does mean non-magical.

Eh, well I have v7.1d and it says: 0-Nonmagical, 1-Dispel/Not bypass resistance, 2-Not dispel/Bypass resistance, and 3-Dispel/Bypass resistance. Meaning if 0 is also not dispel/bypass we have 2 codes for the same thing, and 3 for bypassing and only 1 for not bypassing. Also I'd assume Avenger changed it for a reason between your version and the current one, assuming he did it intentionally. Guess I could go spam the DLTCEP forum again to make sure...

Edit: Well I guess the consensus here is that 0 and 2 do basically the same thing (not dispellable, bypass resistance).

Edited by Miloch, 27 August 2009 - 02:53 AM.

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