====== Character Resistance ====== Resistance is a measure of a characters total protection minus the vulnerability from an [[:combat|attack]] of a given [[:attack_types|attack type]]. Resistances derived from [[:equipment:potions]] override any existing resistance. ===== Protection ===== Protection is a positive increase in resistance and is calculated using the following: total protection[attack_types] += ((100-current protection) x additional resistance) / 100 so if a player has 30 fire resistance and casts the [[:spells|spell]] Protection from Fire and gains 60 more fire resistance, their total protection would be: total protection[fire] = 30 + ((100-30) x 60)/100 total protection[fire] = 30 + 42 = 72 As can be seen, the more sources of protection a character has, the less partial resistance each item affords. It is therefore impossible to reach 100 protection without an item that grants 100 protection. Protection cannot exceed 100. ===== Vulnerability ===== the same formula applies (in reverse) for vulnerability: total vulnerability[attack_types] -= ((100-current vulnerability) x additional vulnerability) / 100 so if a player has -5 resistance from their god and -15 resistance from their weapon: total vulnerability[fire] = -5 - ((100-5) x 15)/100 total vulnerability[fire] = -5 - 14.25 = -19 As can be seen, the more sources of vulnerability a character has, the less partial resistance each item affords. It is therefore impossible to reach 100 vulnerability without an item that grants 100 vulnerability. Vulnerability cannot exceed 100. ===== Total Resistance ===== Resistance is the total protection minus the total vulnerability: total resistance[fire] = total protection[fire] - total vulnerability[fire] Combining the above scenario, our player has: total resistance[fire] = 72 - 19 total resistance[fire] = 53 It should be noted that vulnerability cannot be easily overcome by additional resistance and can have a significant impact even from small total vulnerabilities. ====== Resistance Types ====== There is a resistance category for each [[:attack_types]]. The only exception is Armour which works exactly the same way but resists [[attack_types:physical]] damage.