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  1. #1
    Community Member HatsuharuZ's Avatar
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    Default Does MRR reduce trap damage?

    I ask since I can't log in to test it myself. Essentially, if an armored character without evasion runs through a trap, does he/she take less damage from it due to MRR?

  2. #2
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    Quote Originally Posted by HatsuharuZ View Post
    I ask since I can't log in to test it myself. Essentially, if an armored character without evasion runs through a trap, does he/she take less damage from it due to MRR?
    I wouldn't think so but will try to test it.


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  3. #3
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    Quote Originally Posted by HatsuharuZ View Post
    I ask since I can't log in to test it myself. Essentially, if an armored character without evasion runs through a trap, does he/she take less damage from it due to MRR?
    I would assume that it depends on the trap.

    I don't think an acid trap in older content constitutes magic damage.

    But I would assume that it should work against spell wards in the newer content.
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    Yes, it should reduce the damage. Such as explosive fire trap damage, electrical trap damage. Just like how protection from elements mass (magical resistance) will reduce trap damage, Mrr should do the same. Mrr is the system that will go vs Evasion

    However, I need to test it. I'll post it here once I done so.

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    I assumed so without verifying, but stepping into Swiped Signet, the numbers with MRR are significantly and consistently lower, and I'm satisfied it applies against traps:
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  6. #6
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    Magical Resistance Rating (MRR) should work vs. traps and most other damage sources (not just spells). If you are wielding a heavy or tower shield, your MRR values are considered doubled against damage that can be halved with a Reflex save (whether traps or spells).

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    MRR claims to reduce damage from a list of types, and as far as I know (not far at all) this is exactly what it does; It doesn't matter what the source of the damage is, only the type of the damage, in much the same way that PRR can reduce the damage from spells that deal piercing, slashing, or bludgeoning damage. If this holds true then MRR would help against many traps, but not against physical traps (PRR applies) or force traps (MRR doesn't cover the force type). It's really more of an Energy Resistance Rating, but I guess ERR would be a weird abbreviation.

  8. #8
    Community Member HatsuharuZ's Avatar
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    Quote Originally Posted by Vargouille View Post
    Magical Resistance Rating (MRR) should work vs. traps and most other damage sources (not just spells). If you are wielding a heavy or tower shield, your MRR values are considered doubled against damage that can be halved with a Reflex save (whether traps or spells).
    That's good to know. Thanks for the reply!

  9. #9
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    Quote Originally Posted by Vargouille View Post
    Magical Resistance Rating (MRR) should work vs. traps and most other damage sources (not just spells). If you are wielding a heavy or tower shield, your MRR values are considered doubled against damage that can be halved with a Reflex save (whether traps or spells).
    I thought so, thanks for the reply

  10. #10
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    Well ya it would against magic. But a pair of blades of any kind show up and the evasion less better be sporting a very great deal of PRR.
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  11. #11
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    Quote Originally Posted by goodspeed View Post
    Well ya it would against magic. But a pair of blades of any kind show up and the evasion less better be sporting a very great deal of PRR.
    Ok what is a good deal of PRR? Over 200?


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    Quote Originally Posted by Uska View Post
    Ok what is a good deal of PRR? Over 200?
    That is overkill for most characters, id say a non melee is still good at 80-100, melee with 120-150 is alright. Tanky types will want 200ish.

    Since my THF FVS17/FTR3 can reach 150 with some gear slots dedicated to it, no ED bonus either. Any heavy S&B character will have no issue aiming for that number without any specialized gear, maybe a guardians ring and thats it.

  13. #13
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    Quote Originally Posted by janave View Post
    That is overkill for most characters, id say a non melee is still good at 80-100, melee with 120-150 is alright. Tanky types will want 200ish.

    Since my THF FVS17/FTR3 can reach 150 with some gear slots dedicated to it, no ED bonus either. Any heavy S&B character will have no issue aiming for that number without any specialized gear, maybe a guardians ring and thats it.
    Right now I have 200 PRR and 100 MRR I need to try some EE's as I haven't been playing my paladin and see how it goes


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