No resist things have really changed since 1129. The only rule that affects npcs and not pcs is Spells:AutoResistDiff which is the levels above the npc has to be before they resists 100% of spells which sounds like it may be set to something way too low.
I use the default rules to explain these and put them above each:
(2.0)
Spells:ResistChance is the chance to resist baseline for anyone at even level and 0 resist you will have this 2% chance to resist.
(0.7)
Spells:PartialHitChance is the chance that when we roll a resist that it's a partial hit. So the first 70% of a resist roll is a partial hit. It's still possible to get immunity to spells but it requires a large amount of resist to get past the partials. There's also Spells:PartialHitFear which affects only the spell fear in the same manner.
(85)
Spells:ResistPerLevelDiff is basically for every level over you the target is they get this many resist points / 10. So if you're casting on a target 8 levels higher it's 8*85/10 or 68 resist points from level. It works the same way for the higher person on the lower just in reverse if you're 58 casting on a 50 you cast on them as if every spell has an extra -68 resist mod.
(0.4)
Spells:ResistMod is what creates our chance to resist from our stats. Default is 0.40 which is multiplied by our resist stat. So if you have 250 resist you have 70% chance for a spell to land as a partial hit if it can or 30% chance to resist it outright, if it can't partial it's basically you're close to immune to that spell unless it has a -resist modifier or they're higher than you.
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