Magic resistance/avoid attribute | The Legend of Mir

Magic resistance/avoid attribute

DarkStyle

Active Member
Why have the orbs/gems for this fundamental legend of Mir attribute been removed from game? I think they should be readily available but capped. Could I get a gm response on this this.
 
They never worked properly and nobody used them, so they got removed about 2 years ago and nobody even noticed. Would be an interesting stat to see re-introduced if it was carefully balanced
 
They never worked properly and nobody used them, so they got removed about 2 years ago and nobody even noticed. Would be an interesting stat to see re-introduced if it was carefully balanced

Maybe it good as it are. No need for the orbs. With orbs it might be to easy to get OP with the stat. I have + 13 only on items. More then I have Darkdamage, for an example. I see that stat on many items crafted. Like pa sa ma or any other stat.
 
Maybe it good as it are. No need for the orbs. With orbs it might be to easy to get OP with the stat. I have + 13 only on items. More then I have Darkdamage, for an example. I see that stat on many items crafted. Like pa sa ma or any other stat.

It’s one of the oldest stats in mir2. Was used wayyyyyyy before any pa fire dmg fire res etc etc. Part of the original game. Lantern necky lvl 16 mr30% Tiger necky mr50% Nessecary sc20 or somthing to use. U see this is one of the original stats along with dc mc sc pa slow etc. I think it’s massively needed for balance. It only works vs single attack magic spells anyway.

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Maybe it good as it are. No need for the orbs. With orbs it might be to easy to get OP with the stat. I have + 13 only on items. More then I have Darkdamage, for an example. I see that stat on many items crafted. Like pa sa ma or any other stat.

If you have +13 magic avoid on a item then its very old. Older than darkstyle because when I started they was not in game then either. Most I ever got from an upgrade it +5 magic avoid. I see the odd orb pop up that’s been stored on old accounts before gems got a expiry date.

I’d like to know if the stats even work right now?

Would also like to question holy dmg. How come that my spells pro field and rage both say the attribute that makes them stronger is holy damage. When I equip holy damage or elemental damage neither the time of the spell increases nor the amount of stats I gain from the spells increase. Does it just not work or was this also disabled a long time ago?
 
no magic avoid doesnt work , never has. Had people running around in mr 50% kits dodging every attack. Its wishful thinking of it making a return tbh, Although id love it to , more orbs, more stats the better.

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also holy damage did used to affect your buffs just like it did to my UE (even tho it works with amc/ac/fire/ice)
i believe, but that got changed to fixxed values a while ago and i guess he didnt remove the holy element from the spells
 
If you have +13 magic avoid on a item then its very old. Older than darkstyle because when I started they was not in game then either. Most I ever got from an upgrade it +5 magic avoid. I see the odd orb pop up that’s been stored on old accounts before gems got a expiry date.


Sorry my Swenglish.
I dont have +13 one one item i ment on all items combined. And 13 was only example. I have also only see 5 as max on one item when upgrading

/ Dont fear!

King is here
 
Magic avoid should no longer roll as a stat then. I've had some really sick rolls that could have been better but got blasted with a shit +5 mavoid
 
also holy damage did used to affect your buffs just like it did to my UE (even tho it works with amc/ac/fire/ice)
i believe, but that got changed to fixxed values a while ago and i guess he didnt remove the holy element from the spells

Yeah 5 is right, it did influence the output at one point but was reverted to a fixed unit to stop crazy stats building out of control then buffing with even crazier stats. Think if that was still a thing, those top end taos with high SC could be charging GG for buffs ha.
I think on Warda when I tested it with 30k SC (obviously an extreme case), when I buffed myself the stats were ridiculous, I don't remember the output but it was somewhere in the thousands.

It only works vs single attack magic spells anyway.

Yeah you're half right there. In terms of PvP it was a case of single-cell spells could be countered but it also affects special monster spells - an example being Evil Mir's ranged FlameField, whilst this was an AoE (Area of Effect) attack, it still could be countered by the player being targeted. This is just one example, there are a lot more cases as well where the stat could potentially block special abilities from certain monsters/bosses. If I remember rightly as well, back in 2.3 days, it could counter map effects like Thunder/Lava?

I don't fully know if this was the case, Scorpian may know more about it than I and will correct me if I'm wrong but I remember reading somewhere that when MA was ported over to Heroes files, it had unintended side effects - not entirely sure if they were good or bad, but I imagine the latter. There were other buggy spell effects such as "Blindness" and "Enraged" (I think that was the name, can't fully remember, was a long time ago) that I believe were removed from Arcadia that were experimented with in the early Heroes builds. Enraged which would affect the target similar to how taoist's confusion spell works, if cast on a player it would render their controls inactive briefly and cause them to attack any random target closest to them. Blindness caused the player's vision to be engulfed in the fog seen in dungeons, allowing them to only see a 1-cell radius around them for the duration of the effect.

TL;DR: Scorpian can correct me if I'm wrong but I'm pretty sure this wasn't used purely because of how overpowered it actually was and how it affected so many things, and likely also needed re-fixing. I remember instances on Project 69 where certain players would build heavy MR kits and could almost AFK at RedDragon, a boss that should have taken a big group to take down and proved a hefty challenge. Also you'll notice here it's a % based stat (i.e. out of 100), whereas on older builds like 2.3 and below, it was a single integer (+1) that I think was the equivalent of +10% or something along those lines. Again I'm speculating here so don't quote me on that.

In terms of features, Euro Mir only covers a small amount in comparison to what Arcadia has evolved into these days. The stat itself would need a lot of reworking and adding more stats to the game just means more to manage and attempt to balance out, more to take into consideration and given the amount of stats already in game I personally can't see any value in adding more to the stack.
 
@warda what effects healing output for Taoists? Holy% or SC? Both? Neither? Based of player lvl? Trying to decide what 150+ gear to look out for.
 
holy and SC will increase the amount you heal but not the rate at which u heal

Hey 5S, there a way to increase the rate? Does the health regen on the player getting healed affect it? Or is regen only for pots? Mind if I hit u up in game with some tao questions? Really enjoying playing mine think it'll be my main toon
 
@warda what effects healing output for Taoists? Holy% or SC? Both? Neither? Based of player lvl? Trying to decide what 150+ gear to look out for.

Healing output has a base increase that works off the level of the skill (0-3) but healing rate is determined by the player's Health Regeneration %. 5 is right about holy and SC increasing the overall heal amount.

The health regeneration is % based off a player's maximum health.
 
Hey 5S, there a way to increase the rate? Does the health regen on the player getting healed affect it? Or is regen only for pots? Mind if I hit u up in game with some tao questions? Really enjoying playing mine think it'll be my main toon

yeah np pm me ^_^
 
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