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Can someone explain spell data descriptions?Follow

#1 Feb 16 2004 at 8:31 PM Rating: Decent
I was wondering if anyone can explain or knows a link to a website that explains the different factors of the spell data. For instance:

What does the Resist: Magic (+/- ##) mean for spell resists?
What's the difference between Charm(1) and Charm(16)?
When speaking of "stacking" issues, what do they mean when referring to "slot" numbers?

Things of that nature are what I would really like to find out about. Does anyone know of a site or a guide that completely explains all parts of the spell data available?

Any help would be greatly appreciated! Sorry if this was posted before, but since I can't find the search option for these forums (if there even is one), and don't have time to read through 10 pages at 200 posts per page...I decided to just add my own request.

Thanx in advance.
#2 Feb 16 2004 at 8:49 PM Rating: Good
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497 posts
I don't know of any guides offhand for the spell data, but here's a brief synopsis of your questions.

Resist: Magic (+/- #) is used in calculating a mob's chance of resisting the spell. For example, a fire spell with Resist Adjust of -500 will be extremely difficult to resist. It essentially takes your target's Fire Resist statistic, subtracts 500, then does the random check to see if it succeeds in resisting. -1000 is generally presumed to be a totally unresistable spell. +100 would have a higher chance of being resisted. If you look at the wizard line of Lure spells, they all have -xxx for resist adjust, owing to the fact that they expend extra mana for that resist rate.

Things in brackets are usually a level limit. Now there are some other spells that have multiple bracketed numbers, seperated by backslashes (x/y/z) These are situational based on the spell, but the last number tends to be the max level the spell can take hold on, and the others anything from the amount the spell does (Lull-type spells are a good example, showing how small it makes the mob's aggro radius,) or even the success rate of the spell (the LDoN interactive object spells.) I'm not sure how the numbers apply to charm spells, though I'd tend to think they were level-based.

Stacking can be a bit complex to read. Let's look at HP buffs, though.

Druid 65 Spell: Blessing of the Nine
5: Stacking: Block new spell if slot 1 is effect 'AC' and < 1110
6: Stacking: Block new spell if slot 2 is effect 'Max Hitpoints' and < 2619
Target Type: Group v2

Cleric 63 Spell: Kazad's Mark (stacks with Bo9)
3: Increase Max Hitpoints by 910
4: Increase HP when cast by 910
Target Type: Group v1

Cleric 65 Spell: Hand of Virtue (does not stack with Bo9)
1: Stacking: Block new spell if slot 3 is effect 'Max Hitpoints' and < 1405
2: Increase Max Hitpoints by 1405
3: Increase HP when cast by 1405
4: Increase AC by 72
5: Stacking: Overwrite existing spell if slot 3 is effect 'Max Hitpoints' and < 1405
Target Type: Group v2

First, we have the Target Type. Group v1 for Kazad's Mark, and Group v2 for Virtue and Bo9. Two "Group v" spells of the same type will do a stacking check, but a v1 and v2 will pretty much ignore each other, acting independantly. Another good example of the Grouped spells are Bard songs. They have a few haste songs where the haste will stack with Enchanter/Shaman haste, because they are in the Group v2 category, while Enc/Shm haste is Group v1.

Anyway, two spells in the same "group" will check for stacking issues, and either "bounce" off each other (spell will not take hold,) or the new cast will overwrite. This is usually hard-coded in, as we can see in Virtue. Line 5 essentially says "If there's another spell in Group v2 that increases their Max HP anywhere from 1 to 1404, I am going to overwrite it."

Hope that helps out a bit.

Edit: Looked up a few spells. The Wizard Xalirilan's Greater Appraisal is a spell to sense a trap on an LDoN interactive object, and has the Description: Unknown #164 (5/1/200) I was told that the numbers have a reflection on the success rate of the spell. Wizards have the best spells out of the int-casters for interactive-object handling, due to their higher odds of success. The numbers probably represent rate of success, rate of setting off the trap accidentally, and ... something else :P

Edited, Mon Feb 16 20:53:07 2004 by Branaddar
#3 Feb 17 2004 at 10:30 AM Rating: Excellent
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248 posts
The "slots" that people talk about in reference to spell stacking is pretty simple to understand. As mentioned in the previous post, spell modifiers are listed with various numbers attached to them like:

3. Increase AC by 50
4. Increase HP by 500
5. increase Max HP by 500

and so on. 3, 4, and 5 for those descriptions are slots.

if there's any identical effects between spells in the same slots, they do not stack. IE, a spell with

3. Increase AC by 50 and a spell that does '3. Increase AC by 25 and 6 Increase Max Hp by 1000' would not stack because there is a slot 3 match, and the higher AC one takes precedence. This also applies to debuffs, and tells you which they overwrite and which they don't. For example, a strength debuff that has the same slot as the strength modifier for avatar would overwrite avatar.
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