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The event "Bad Blood - Gulgru vs Afales" is beginning in 6 days, 18 hours.

little help with save vs whatever pls

 
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Krakknot



Joined: 01 Oct 2007
Posts: 118
Location: Some place you do not want to be

PostPosted: Tue Nov 06, 2007 10:27 am    Post subject: little help with save vs whatever pls

im a little confused with the whole save vs whatever.

is save vs afflictive only good for defence against afflictive or does it help with the afflictive spells you cast?

if i have more save vs mental, will my afflictive spells hit harder?

any info would help, thanks.
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Erlwith



Joined: 22 Mar 2006
Posts: 1626

PostPosted: Tue Nov 06, 2007 2:57 pm    Post subject:

Save vs afflictive/mental/mal will only protect you vs other persons/npc spells.

Breaks are the opposite.

Use the help files.





Code:
help savebreak
BREAK BREAKS SAVEBREAK SAVEBREAKS

Just as one can wear equipment to help 'save' or defend against spells,
so can spellcasters wear savebreaking equipment to enhance their chances of
penetrating their target's spell defenses. Savebreaks fall into either the
afflictive, maledictive, or mental categories. Every point of savebreak
will counteract one point of save, but this relationship is not exact:
savebreaks will be more effective against targets who have high spell
resistances, and less effective against magically vulnerable foes who have
little defense to penetrate anyhow. 

Savebreaks do not stack. When wearing multiple savebreaking items, only the
highest savebreak value in each category counts toward one's ability to
savebreak. Savebreaking items are of no use to non-spellcasters.
 
Savebreaking items can be acquired via:
1) Finding special rare and unique items in places such as Winter.
2) Gambling for random items at certain shopkeepers.
3) Purchased from Merin the Jeweler in Timaran.
 
See also: HELP DEPENDENCY
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pip



Joined: 22 Jan 2004
Posts: 247
Location: You're in Trouble Now Room

PostPosted: Tue Nov 06, 2007 2:57 pm    Post subject:

when you type help <spell> you can see what kind of spell it is

the save vs afflictive reduces damage from spells such as hellstream/flame arrow

save vs mental reduces the chances of dispel magic landing on you

and save vs mal reduces the chance of blind, sleep, plague, poison, etc from being landed

they don't help with the damage dealt by the spellcaster, that's savebreak eq
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Xerties



Joined: 24 Feb 2006
Posts: 484

PostPosted: Tue Nov 06, 2007 6:03 pm    Post subject:

Also take note that some spells have a Dependency (acid blast, for example) This means that the damage of the spell is dependent on the savebreak that you have. So if you want acid blast to do as much damage as possible, you need to have as high an afflictive break as possible, because acid blast has a high afflictive dependency.
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Davairus
Implementor


Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Wed Nov 07, 2007 12:49 am    Post subject:

"save vs" = protection only
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Slade
Emissary


Joined: 17 Mar 2004
Posts: 666

PostPosted: Thu Nov 08, 2007 3:07 am    Post subject:

Fighting other players:

The numbers depend on your class and the opponent class, but generally speaking if you need heavy spell protection against mental or maledictive you can feel relatively safe with 60, pretend you are safe with 40, and 20 just enough to not feel naked. Afflictive protection benefit is harder to gauge and isn't as much of a big deal - a couple dragon eye rings should do it (about 20 save vs total is good) and anything over that is a bonus, though you can still put more on against an invoker if you want.

60 protection in mental or mal is doable for anyone, though hit/dam dependent combos may resist giving up too much offense for this and go with a little over 40 (also if your enemy is not smart enough to actually use his dangerous skills/spells then you can cutback). When you have an extreme need to protect against two types, 60/60 is not feasible and the magic number is about 60/40(lesser of two evils) or 50/50. You give up considerable hit/dam this way but do not completely cripple yourself at 60/40. Beyond that you will probably will.

A good piece of saves gear has at least 8 protection (if not 9, 10, etc) in one type - for example dragon/griffin/wyvern eye rings, blue and red steel pieces, etc. Don't sacrifice 2 hit/dam total for less than that unless you are really desperate - you want saves but be efficient about it because hit/dam is damn important too.

A few examples to illustrate:
Against a shaman, a paladin has extreme need to protect against both mental (dispel magic, insomnia) and maledictive (blasphemy, a million other spells) and will need about at least 50/50 since they are equally dangerous (a better strategy would be to have 60/40 and when you notice them casting spells in the 40, swap a ring or two to instantly make it 40/60 and keep shifting as you notice what they are doing. A paladin can get by with this amount of saves because a lot of their offense comes from errantry frenzy, maximum divine sacrifice, and wrath or strike. Also they just flat out need it because so many shaman spells would cripple them either way.
Other classes without the mental vulnerability (and slightly less of a mal one) could keep to about 40 mal (carrying gyvels for the inevitable cast that will get through), 20 mental here, slightly more there if they keep dispelling.

Against a ninja, a warrior has a moderate need to protect against blindness dust (mal), balanced against their need to keep hit/dam. A bare minimum would be 25+. A more heady number would be 40. That won't impact your hit/dam total much at all. Other classes without the offense, or the blind fighting protection would want to up the save mal to at least 45, 50-55 if possible, even 60-65 against a big dust abuser.

Against a darkknight or paladin, any class can slip on two dragon eye rings, coupled with whatever random afflictive 1 or 2 they have from normal damage pieces to get about 20 afflictive save total. Thats enough to help against the fireballs/wrath coming and you can even ditch them if he doesn't use it.

Etc., etc., etc. Know your class strengths and vulnerabilities, enemy class dangers, your equipment and what you can afford to swap in, figure out the right numbers and make sure you have them (always carry a plentiful amount of solid saves gear to swap in when needed) or you will get spelled up and shredded by smart players in a hurry.
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