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Talk:Resistance (enchantment)
Stacking[edit]
The article mentions : "In addition to the universal resistance bonuses to saves, specialized item enchantments exist that affect only a subset of saving throws."
Do they have the same effect? I mean, does a Resistance +1 offers the same bonus as a Will Save +1 for raising the probability of a successful will saving throw? Also, do both stack if 2 items having them each are both equipped? --HawkFest (Contributions • Message) 16:05, June 25, 2014 (EDT)
- EDIT - I got half of the answer here (Resistance_bonus) : "Resistance bonuses from various sources do not stack".
Now, 2 "noobish" questions :
--HawkFest (Contributions • Message) 16:21, June 25, 2014 (EDT)- do they both have the same chance of happening, e.g. given some check for a successful throw?
- does a specialized enchantment have "specialized" effects on top of the universal item enchantment (e.g. some chance to have a +xx% buff over that +x enchantment, that said although I haven't looked up the maths used in DDO for this matter)?
- You are right resistance bonuses do not stack.
- Resistance +1 Resistance +1: Passive: +1 Resistance bonus to Fortitude, Reflex, and Will Saving Throws. is the same as Fortitude Save +1 Fortitude Save +1: This item gives a +1 Resistance bonus to your Fortitude saves., Reflex Save +1 Reflex Save +1: This item gives a +1 Resistance bonus to your Reflex saves., and Will Save +1 Will Save +1: This item gives a +1 Resistance bonus to your Will saves. combined.
- Effects like Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws. stack with Resistance +1 Resistance +1: Passive: +1 Resistance bonus to Fortitude, Reflex, and Will Saving Throws. since they provide insight and resistance bonuses respectively.
- Enchantment Save +1 Enchantment Save +1: +1 Resistance bonus to your saves versus enchantments will stack with both of those but will only work against enchantments. Similarly, Proof Against Disease +1 Proof Against Disease +1: This item grants its wearer immunity to natural diseases. This item also grants a +1 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 2 + their Fortitude save). and Proof Against Poison +1 Proof Against Poison +1: This item grants its wearer immunity to natural poisons. This item also grants a +1 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 2 + their Fortitude save). will stack against poisons and diseases.
- The bonus type (not all applicable to saves; not necessarily inclusive) is what controls stacking.
Check out Saving throw for some more information. — Zav (C·T·E) 20:14, June 25, 2014 (EDT)
- Many thanks for your reply and the leads, quite relevant! Trying to understand and get some global picture or "rule of thumb", I'll use your example (pls don't hesitate to correct me if I'm wrong)... I guess that since Insight is an ability by itself, giving a bonus to some other ability (like AC), and as such it can stack with other different abilities influencing the same distinct "eventful attributes" (or what should we say, "type"? "skill"? Am I so confused that I'm thinking over a wrong path?), as Resistance could be considered by itself a distinct ability having sub-types... e.g. Insight would stack with any resistance type since it'd be an ability adding a "buff" to whatever save that is taking place (whatever the resistance type, inc. the universal one), by addition (or is it a factor?); as opposed to sub-type buff calculation of a probability for such buff (like fortitude) to enhance by itself the probability of a successful saving throw, both being applied distinctively in the calculation of a save check... But that's a wild-guess from my part : is there a page actually showing those calculations? What should we consider, that an ability adds-up after a successful check (like the amplitude of a save throw), or adds up to the probability of a successful check which would have a constant effect (countering 100% of the attacking effect)? --HawkFest (Contributions • Message) 17:58, June 26, 2014 (EDT)
- Pretty much everything about your character -- whether it be skills, abilities, saves, skills, AC, PRR, Elemental resistances, attack bonus, damage, attack speed, and more -- can be affected by different bonuses. Everything has a bonus type associated with it. (Sometimes it is not printed. In many cases this means it stacks with everything else but not always.) As long as an item, enhancement, feat, etc. provides a different bonus type to the same thing it will stack.
- A resistance bonus and insight bonus to saves would all stack.
- Resistance +7 Resistance +7: Passive: +7 Resistance bonus to Fortitude, Reflex, and Will Saving Throws. and Parrying IVParrying IV: Passive: +2 Insight bonus to Armor Class, +2 Insight bonus to Fortitude, Reflex, and Will Saving throws. stack for +11 to your saves and +4 to AC.
- A enhancement bonus, exceptional bonus , competence bonus to UMD (a skill) would stack.
- Use Magic Device +3Use Magic Device +3: Passive: +3 Enhancement bonus to the Use Magic Device skill., Charisma Skills - Exceptional Bonus +6Charisma Skills - Exceptional Bonus +6: Passive +6 Exceptional bonus to the Charisma based skills of: Bluff, Diplomacy, Haggle, Intimidate, Perform and Use Magic Device (UMD), and PersuasionPersuasion: This item gives a +3 competency bonus to all Charisma based skills. would stack for +12 to UMD and +9 to your other Charisma based skills.
For saves lets look as making a check versus an enemy mob's spell. The spell will have a DC. This is what your saving throw needs to equal or exceed.
- The spells DC is 10 + spell level + the stat modifier for the caster's key ability (differs based on class) + other bonuses.
- Say the spell is Finger of Death being cast by a Wizard with an intelligence of 40 who is wielding a Necromancy Focus +2 Necromancy Focus +2: +2 Equipment bonus to the DC of Necromancy spells. item.
- The DC would be 10 + 7 + 15 + 2 = 34.
- Say the spell is Finger of Death being cast by a Wizard with an intelligence of 40 who is wielding a Necromancy Focus +2 Necromancy Focus +2: +2 Equipment bonus to the DC of Necromancy spells. item.
- Finger of Death allows a fortitude save for a partial (lesser) effect. (If you fail the save, you die; if you succeed, you take damage.)
- Your fortitude save is based on your class, constitution modifier, and any other bonuses you may have such as resistance bonus on an item plus a d20 roll.
- Say you are a level 10 fighter with a constitution of 36 wearing Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws. and Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws. items.
- Your fortitude save would be 7 + 8 + 5 + 1 = 21.
- Say you are a level 10 fighter with a constitution of 36 wearing Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws. and Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws. items.
- Your fortitude save is based on your class, constitution modifier, and any other bonuses you may have such as resistance bonus on an item plus a d20 roll.
- When you attempt to save against FoD you roll a d20 and add 21 to the result. (You automatically fail if you roll a natural 1 (unless you have certain abilities or Epic Feats) and automatically save with a natural 20 on the roll.) Outside of that your d20+21 needs to be greater than or equal to 34.
- 1: 5% chance to auto fail, 20: 5% chance to auto succeed. 35%: 34-21=13, so you need a 13+ on the d20 to succeed. In this case, you have a 40% chance of making your saving throw.
- If your fortitude save is a 2, you would fail unless you rolled a 20; thus having a 5% chance of success. If it is a 32, you would succeed unless you roll a 1; thus having a 95% chance of success.
I don't know if I directly answered your questions, but I hope it helps. — Zav (C·T·E) 19:57, June 26, 2014 (EDT)
U32 CC Changes[edit]
With the completely revised CC system introduced in U32 some changes to templates may be needed. For example, Resistance shards can be applied to Wrist and Trinket as a Prefix, and to Head, Hands, and Trinket as a Suffix. I'm not certain the existing template can accommodate this, no use of "prefix, suffix" or "prefix|suffix" applied correctly. Additionally, the note which says "In addition to the universal resistance bonuses to saves, specialized item enchantments exist that affect only a subset of saving throws." is factually correct, but it is now erring by omission because the various specialized resistances (poison, spells, poison, etc.) have their own set of items they may be applied to as a prefix/suffix, and the reader may assume that they are applied in the exact places that Resistance is applied without any caveat being made. --Niminae (Contribs • Message • Email) 17:42, December 13, 2016 (EST)