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  1. #21
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    Quote Originally Posted by RD2play View Post
    Force missile gets blocked by (night)shield, only if cast directly on you. if it is targeted at something next to you, you will still get hit by the 2ndary missiles. I use this to my advantage if I run into mobs that cast shield on them selves. target the mob next to it and it will still take the out fling hits.

    Edit: Oops I meant Chain Missile .... but yeah force missile should get blocked by (night)shield.
    The "Force Ward" from OS used to block past life MM, but the devs changed that but it still block regular MM, CM, FM. (Magic Missile, Chain Missile, Force Missile)

    Force missile does get blocked by the nightshield/shield spell.

  2. #22
    Community Member Sehenry03's Avatar
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    Quote Originally Posted by XxJFGxX View Post
    1. This game doesn't follow 3.5 D&D rules.
    2. "Battering ram" spells, 'make a ladder out of Force' spells, Forcecage, and Wall of Force are not in this game whatsoever.

    How about you people stick to the spells/abilities in this game and how they scale in content that pertain to this game rather than spew out scenarios, changes that won't happen in this game and listing out spells are not even in the game whatsoever.
    Ok if you don't like some decent answers how about this:

    Turbine SPECIFICALLY states what MRR helps against and force is NOT included for whatever reason. This is a magical realm and they certainly don't have to explain their actions to you...they simply need to make rules and we follow them.

    There ya go...end of story. Answer is "Because Turbine said so"

    You can keep whining all ya want about it but I personally am glad force was NOT included as it would make MRR even more OP then it is.

    Toons - Ziffin / Hirtz / Mheka / Duskh
    Guild - High Lords of Malkier
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  3. #23
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    Quote Originally Posted by Sehenry03 View Post
    Ok if you don't like some decent answers how about this:

    Turbine SPECIFICALLY states what MRR helps against and force is NOT included for whatever reason. This is a magical realm and they certainly don't have to explain their actions to you...they simply need to make rules and we follow them.

    There ya go...end of story. Answer is "Because Turbine said so"

    You can keep whining all ya want about it but I personally am glad force was NOT included as it would make MRR even more OP then it is.
    Force should be included because it's a basic magic type. And yeah you're right they don't have to explain their actions to me while they wonder why the player base is near non-existent because of the stupid decisions they made. Also what decent answers is it when people name off spells that are not even in the game or giving scenarios that will never happen in the game? It ain't. It's merely answers from people who have nothing relevant to say in regards to the topic at hand so they name spells and scenarios that are not in the game in an attempt to strong arm the topic. Nuff said.

  4. #24
    Community Member Sehenry03's Avatar
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    Quote Originally Posted by XxJFGxX View Post
    Force should be included because it's a basic magic type. And yeah you're right they don't have to explain their actions to me while they wonder why the player base is near non-existent because of the stupid decisions they made. Also what decent answers is it when people name off spells that are not even in the game or giving scenarios that will never happen in the game? It ain't. It's merely answers from people who have nothing relevant to say in regards to the topic at hand so they name spells and scenarios that are not in the game in an attempt to strong arm the topic. Nuff said.
    ?!?!? You sir are 100% correct!!!!!

    The player base is leaving because MRR doesn't reduce force damage. How did I miss that before?!?!?!

    The people I group with in general could care less why something doesn't match DND anymore. They understand it had to change because it is on the computer with a predone dungeonmaster. They could care less if a certain type of magic is affected by MRR as long as they are told it won't work beforehand.

    You are exactly the SECOND person I have heard from who complained about this since...august I think? That tells me people are fine with it.

    Toons - Ziffin / Hirtz / Mheka / Duskh
    Guild - High Lords of Malkier
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  5. #25
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    Exclamation Agreement that MRR shoukd Block Foce damage

    Quote Originally Posted by XxJFGxX View Post
    I'm not sure why the Devs made "Magical Resistance Rating" to not reduce force damage but it was a bad decision to not include it. Bane damage not being reduced by MRR I can see that but force not being reduced by it makes MRR not really MRR. So I think it should be able to be reduced by MRR because force is part of the magic aspect of casters also.
    I agree that MRR should block force damage. Just as it does block sonic (basically force through air waves). And as a counter thought, most arguments against, argue that this is a force like a punch which in my opinion would then mean magic Force damage would be mitigated by armor and thus PRR (and this makes even more sense to me as an alternative). Not to mention, it would help out characters like bladeforged / warforged artificers to make it through these types of traps when they have chosen an adamantine docent which seems only to be logical. As it is implemented now, it makes no sense at all logically other than "because we say so". If Turbine wants some kind of damage that is unavoidable, make something new , call it something like life force damage, aura damage, etc..

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