Difference between revisions of "Dot Defenses (Game Mechanics)"
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'''Abilities that Add to Dot defense Modifiers''' | '''Abilities that Add to Dot defense Modifiers''' | ||
+ | * Force Resist Bleeding - Adds +25 to Bleed resistance | ||
+ | * Force Resist Disease - Adds +25 to Disease resistance | ||
+ | * Force Resist Poison - Adds +25 to Poison resistance | ||
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'''Skill Attachment Bonuses to State Defense''' | '''Skill Attachment Bonuses to State Defense''' | ||
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+ | Also note that Resistances attachments such as Posion Resistance, Disease Resistance and Fire Resistance do not stack on top of other resistances, such as the Force Resist Bleeding, Force Resist Disease, Force Resist Poison or the Doctor Resistance buffs. They make separate checks from Force Resist State ability and Doctor Resist Buffs. | ||
==Source References== | ==Source References== |
Revision as of 07:20, 11 March 2009
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Game Mechanics - Mechanics Category
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Game MechanicsDot defenses are a roll against the potency attribute of a dot attack to see if a dot is applied. Each dot ability or item then has an inherent chance to succeed upon a successful roll. Currently all these defenses have a 95% cap. In other words, no matter how high your dot defenses there is always a 5% chance that a succesful dot attempt will be applied. When a successful dot attempt is made, there is then a percent chance based on the skill for it to work. For example Combat Medic Disease Pack with 200 potency has percentage chance to Disease should the attack pass the target's disease resistance modifier check. Note: There is no known formula for calculating any aspect of dot defense.
To complicate matters a bit, dot resists also go through a tier process in which certain sources of dot defenses will not stack with other forms. Each source of resist makes a separate check .
Dot Defense Modifiers:
Food That Add to Dot Defense Modifiers
Skill Attachment Bonuses to State Defense
Source References
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