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Resist Hosed on Characters

D

dereck

Guest
Somehow the resist on two (so far only two) of my characters have been completely hosed.

If I take everything off their physical resist will be -24 and all the others will be +5. I put in a help call and the GM who answered was able to have me to some finagalling with three spells which got physical to -1 and the others to 0 but said it was a bug.

Has anybody else had this happen to them? The spells that the GM had me cast were spells I had never used on these characters since I got back into UO about a week ago.

Thanks
 

Frarc

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If you using 2D open up the Buff/debuff bar. You do this with clicking the blue gem on the top left corner of the big status bar.

There you will see what spells are still active on you. Recast those and your problem should be solved.


http://www.uoguide.com/Buff_Bar
 
R

RichDC

Guest
Somehow the resist on two (so far only two) of my characters have been completely hosed.

If I take everything off their physical resist will be -24 and all the others will be +5. I put in a help call and the GM who answered was able to have me to some finagalling with three spells which got physical to -1 and the others to 0 but said it was a bug.

Has anybody else had this happen to them? The spells that the GM had me cast were spells I had never used on these characters since I got back into UO about a week ago.

Thanks
Youve got magic reflect and reactive armour cast. I use it all the time because on a scribe its free resist.
 

Basara

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It appears that if you are recasting a spell is at a different level then when you originally cast it, it can mess up your resists.

I just redid the spells on my tamer, and ended up with an extra 4 physical resist left over, naked and all the spells removed (either from casting Protection to remove it, with GM resist when the original Protection was cast using only JOAT inscription, or recasting the Reactive Armor/Magic Reflect combo at GM, when the original was cast at 80-something).

So, everyone be careful when messing with the 3 toggle spells.

BTW, the formulas for the spells are as follows:

Reactive Armor: -5 to all elemental resists, +10 Base to physical (+2 per 20 points of inscription* - rounded down always, so total of +20 at GM only)
Magic Reflection: +10 to all elemental resists, -30 Base to Physical (+2 per 20 points of inscription* - rounded down always, so that the penalty is -20 at GM only)

The "Reactive/Reflect Combo": Both spells cast together at same level of inscription.
All Inscription levels: the penalties combined with bonuses end up with a +5 net bonus to all 4 Elemental Resists. The only differences are in the Physical resist column.
0 Inscription (Elf only): -20 Physical Resist
0 Inscription Human, 20 Inscription Elf: -16 Physical
40 Inscription (both races, from here on): -12 Physical
60 Inscription: -8 Physical
80 Inscription: -4 Physical
100 Inscription: Base Physical (penalty & bonus cancel exactly)


Protection: Does the following =
-35 to -30 Resist Spells (-35, +1 per 20 points of Inscription*)
Faster Casting -2 (supposedly, this negative FC can't be raised above 0 for mages by equipment)
Spells can't be interrupted, except by paralysis or having mana drained (as spell - leeching weapons do NOT lower the target's mana, but convert damage HP to the leeched attribute) below ability to cast.
Physical Resist: -15 to -10 (-15 at 0 Inscription*, +1 per 20 points of Inscription)

* Humans treated as if they have 20 inscription for all these spells.

For someone to have a -1 resist bug, it sounds like it was probably involving Protection castings (perhaps involving someone else casting Arch protection)

On the other hand, my bug is probably related to a 5-year old casting of Magic Reflect & Reactive Armor (at 80 skill), that I removed part of last month, and the other half today.
 
D

dereck

Guest
Basara,

Any suggestions on HOW to get resists fixed? I was trying to raise my Resisting Spells and was told to use protection to lower the resisting spells.

Should I lower resisting spells on all my hosed characters to 0 and cast one or more of those spells and then start raising Resisting Spells WITHOUT using any of those three toggle spells?

I should mention that ALL my characters are GM or higher mages.

Thanks.
 

Raider Red

Seasoned Veteran
Stratics Veteran
Stratics Legend
Basara,

Any suggestions on HOW to get resists fixed? I was trying to raise my Resisting Spells and was told to use protection to lower the resisting spells.

Should I lower resisting spells on all my hosed characters to 0 and cast one or more of those spells and then start raising Resisting Spells WITHOUT using any of those three toggle spells?

I should mention that ALL my characters are GM or higher mages.

Thanks.

Just a sugestion and I am not even sure if it helps but I am thinking that if you use a remove ward talisman on the "hosed" characters it should remove all spells casted on them.I know in the past I used to remove ward on players in fel efore I pk'd them,it would removed protection(on spawners) and also knock them out of vamp/wraith form.I mainly used it on unsuspecting players to make them go "wtf?" and confuse them long enough to get in a killshot .but anyways it should work to reset your characters resists.Like I said before it may not be any help but may be worth a try.

Good luck
 
D

dereck

Guest
Okay,

Someone I was talking with on ICQ explained it to me and it may just be me being away from UO for a year and a half and a new change. So if I'm saying something you already know forgive me.

I was told that the Resisting Spells skill gives one a natural resist value. My tamer who is only at 93 resisting spells, when naked, shows ALL 35 for all the resists (physical, fire, etc). If he was at 100 the max would be 40.

I was also told that any armor I have won't show up unless it adds up to be OVER my character's base resistance.

This may be the problem I'm seeing now which is just my not understanding this change and not having anybody on UO I can ask when these things happen.
 

Basara

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That's a whole other issue.

Resisting spells gives a natural level of resist, that can be superceded by armor. The three spells mentioned (that as of TODAY'S PUBLISH go away when you die - before, they were permanent until recast) are cumulative with armor.
 
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