Resist Gains
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Resist Gains
Admin on another shard told me that resist gained off damage taken, according to the demo.
Got me thinking, that would explain why you never heard of MS resist parties back in era. So apparently your resist gains should be based off damage taken. Anyone got anything to add to this?
Got me thinking, that would explain why you never heard of MS resist parties back in era. So apparently your resist gains should be based off damage taken. Anyone got anything to add to this?

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: Resist Gains
This makes very good sense to me...
There were very little changes to Resist after the last compilation of the demo. There were some in '99 fixing bugs and if I am not mistaken the huge revision in early '99 that included the change to the eval skill.
This could very well mean that it should be working here like that too.
There were very little changes to Resist after the last compilation of the demo. There were some in '99 fixing bugs and if I am not mistaken the huge revision in early '99 that included the change to the eval skill.
This could very well mean that it should be working here like that too.
Re: Resist Gains
How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
Re: Resist Gains
From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...

"The text in this article or section may be incoherent or very hard to understand, and should be reworded if the intended meaning can be determined."
Re: Resist Gains
That would make sense.Derrick wrote:From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
Its kind of funny... potential changes wont effect me (or most vets) but will get rid of one the few community events this shard has... Its too bad.
Re: Resist Gains
Then why no resist gains when casting on self in town?Derrick wrote:From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Resist Gains
There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.zzyzx wrote:Then why no resist gains when casting on self in town?Derrick wrote:From the OSI code it apears the value sent to the resist function was the damage before it was reduced to one.Hoots wrote:How would you explain the well known and visually documented method of having npc mages cast out of town onto your in-town char for resist?
Just asking?
Going after resist parties does not sound like a good idea to me. Most of T2A had bugs for ressist that are a hell of alot easier than what we currently have to do...

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: Resist Gains
Ah, logic FAIL on my part. Went through a bunch of different logic in my head and that is the one I missed... and I call myself a programmerHemperor wrote: There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.

<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Resist Gains
I think he is asking what is the difference.... If npc mages send the damage to you, but then it is reduced to 1, how does that differ from casting on yourself from town.Hemperor wrote:There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.zzyzx wrote: Then why no resist gains when casting on self in town?
What is different in the code between a npc mage casting on you in town and out of town... That should tell us exactly what the issue is right?
Hire mage, have him cast while out of town and you gain resist. Bring him into town and you dont. What changes in the code between these 2 situations.
Re: Resist Gains
Hoots wrote:I think he is asking what is the difference.... If npc mages send the damage to you, but then it is reduced to 1, how does that differ from casting on yourself from town.Hemperor wrote:There's a patch note that says so, that's why. If both the caster AND the target are within town, no gains.zzyzx wrote: Then why no resist gains when casting on self in town?
What is different in the code between a npc mage casting on you in town and out of town... That should tell us exactly what the issue is right?
Hire mage, have him cast while out of town and you gain resist. Bring him into town and you dont. What changes in the code between these 2 situations.
He said it at the end.
Caster AND target both in town.
If ( casterInTown and targetInTown ) no resist;
else
resist gains possible!
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Resist Gains
correct.
The npcs would cast from outside the guard line
btw I'm not sure what the hell you're scripting in, but thats elemntary hheheh
The npcs would cast from outside the guard line
btw I'm not sure what the hell you're scripting in, but thats elemntary hheheh

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: Resist Gains
PseudocodeHemperor wrote:correct.
The npcs would cast from outside the guard line
btw I'm not sure what the hell you're scripting in, but thats elemntary hheheh

<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Resist Gains
Two things... one, very few people had high resist back in the day. You were like a god if your resist was over 80. So its not like everyone and their brother was running around with GM resist.Hemperor wrote:Admin on another shard told me that resist gained off damage taken, according to the demo.
Got me thinking, that would explain why you never heard of MS resist parties back in era. So apparently your resist gains should be based off damage taken. Anyone got anything to add to this?
Two, why did you never hear of GMing Eval and THEN GMing resist? You always heard people say to keep Eval at 0 to keep down healing costs, raise up Resist, then GM Eval.
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Re: Resist Gains
I honestly didn't hear that until I played on IPY.Mikel123 wrote: Two, why did you never hear of GMing Eval and THEN GMing resist? You always heard people say to keep Eval at 0 to keep down healing costs, raise up Resist, then GM Eval.
Re: Resist Gains
I never played on IPY...