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Magic Resistance

Like or Dislike?

Here's the place to discuss the "Resurrection of the Dark Dragon" game for GBA. Note that the original Shining Force has a seperate forum.

Do you prefer Shining force with MR or Without?

Yes, It's awesome!
10
32%
It's ok.
13
42%
No, it ruins the game.
8
26%
 
Total votes : 31

Magic Resistance

Postby Balbazak » Tue Dec 05 2006 4:54pm

Feedback please! :)
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Re: Magic Resistance

Postby Tian_123 » Tue Dec 05 2006 5:01pm

What does that mean?? O_O
Arc_the_Lad @ Fri Nov 24, 2006 4:57 am wrote: Why does it hurt when I pee?


domingo43 @ Sun Dec 17, 2006 11:30 pm wrote: Darksol sucks more than I do. And I suck.


domingo43 @ Sun Dec 17, 2006 11:30 pm wrote:*Bans omega for forgetting to ban Jin because he is one of the fecking ugliest bastards that I've seen*
Arc_the_Lad @ Fri Nov 24, 2006 4:57 am wrote: Why does it hurt when I pee?


domingo43 @ Sun Dec 17, 2006 11:30 pm wrote: Darksol sucks more than I do. And I suck.


domingo43 @ Sun Dec 17, 2006 11:30 pm wrote:*Bans omega for forgetting to ban Jin because he is one of the fecking ugliest bastards that I've seen*
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Re: Magic Resistance

Postby Balbazak » Tue Dec 05 2006 5:04pm

Tian_123 @ Tue Dec 05, 2006 5:01 pm) wrote:What does that mean?? O_O

It means that when they have 50% magic Resist, any magical attack(blaze, freeze, bolt, etc.) will hit for half the normal damage. It's bad stuff! :angry:
Balbazak can often be heard, saying "I like stars" while being drunk.

:thumbsup:
Balbazak can often be heard, saying "I like stars" while being drunk.

:thumbsup:
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Re: Magic Resistance

Postby domingo43 » Tue Dec 05 2006 7:28pm

Balbazak @ Tue Dec 05, 2006 5:04 pm) wrote: It means that when they have 50% magic Resist, any magical attack(blaze, freeze, bolt, etc.) will hit for half the normal damage. It's bad stuff! :angry:

If it wasn't in the original, it sucks.

I do like the idea of MR, but not insane MR like 35% and up. I like that some can't be affected by magic. I like that some have a bit of resistance against magic.
madcatsomethingorother wrote:It's called "gang mentality." The combined intelligence of any group of people is inversely proportional to the number of people in said group.

If someone could explain why I was banned forthis? It didn't seem too dissimilar to other emu topics.

No warez/piracy

We try to keep things legal here, which means you may not provide/request links to/information about illegal media
madcatsomethingorother wrote:It's called "gang mentality." The combined intelligence of any group of people is inversely proportional to the number of people in said group.

If someone could explain why I was banned forthis? It didn't seem too dissimilar to other emu topics.

No warez/piracy

We try to keep things legal here, which means you may not provide/request links to/information about illegal media
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Re: Magic Resistance

Postby Sir-WJV » Tue Dec 05 2006 9:50pm

I like it.
I think it's a good thing when my spellcasters take less damage from spells.
All too easy.
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Re: Magic Resistance

Postby Eric » Mon Dec 18 2006 6:55am

do you think its a good thing when your magic does completely nothing to enemies like jets?
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Re: Magic Resistance

Postby Shining Bowie » Mon Dec 18 2006 4:40pm

Yeah... that part IS a problem... my biggest strategy for dealing with jets in LOGI was magic Spamming... it makes you strategize a little harder... so... maybe is ISNT so bad.... I'll have to think about that one... it's personal preference really.
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Re: Magic Resistance

Postby General Elliot » Mon Dec 18 2006 5:18pm

dislike....not in the original...
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Re: Magic Resistance

Postby Demonic Weasel » Mon Dec 18 2006 6:06pm

It's just stupid. I'm not entirely opposed to the idea of Magic Defense, but it was executed poorly. I found that once you hit mid Chapter 6 and up it didn't matter what defense ratio enemies had, they were all practically invunerable to magic.
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Re: Magic Resistance

Postby Balbazak » Mon Dec 18 2006 7:59pm

Demonic Weasel @ Mon Dec 18, 2006 6:06 pm) wrote: It's just stupid. I'm not entirely opposed to the idea of Magic Defense, but it was executed poorly. I found that once you hit mid Chapter 6 and up it didn't matter what defense ratio enemies had, they were all practically invunerable to magic.

Exactly my point. That and what Eric said about the Jets. They take absolutley NO magical damage.
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Re: Magic Resistance

Postby flaming-wind » Thu Feb 22 2007 9:51pm

I like MR cuz a lot of magic attacks r powerful and if it does less damage then its good w/ me :thumbsup:
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Re: Magic Resistance

Postby Balbazak » Thu Feb 22 2007 10:45pm

You like it when blaze 4 does 20 damage instead of 50? :confused:
I mean, sure taking less damage is nice, but giving less isn't. :biggrin:
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Re: Magic Resistance

Postby flaming-wind » Fri Feb 23 2007 9:09pm

Balbazak @ Thu Feb 22, 2007 10:45 pm) wrote: You like it when blaze 4 does 20 damage instead of 50? :confused:
I mean, sure taking less damage is nice, but giving less isn't. :biggrin:

I still think that MR is great cuz usually it goes in ur advantage, cuz not that many enemies have good MR.
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Re: Magic Resistance

Postby Rancid Raptor » Mon Aug 16 2010 4:21pm

I had kept Kris The whole way through, And She had incredible Def. And Magic Resist.

So much in fact that with two Magic Resist rings she could solo all three spawns of Colossus. So that was actually interesting to do, despite how long it took since her attack was dismal at best, but it produced some laughs for sure.

However when that is used on the complete opposite side of the spectrum against My magic users, It made me feel like I brought useless units to a battle no matter how useful they had been previous, And once the battle was over with the immune to magic enemies I went back to including them in my party.
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Re: Magic Resistance

Postby Dark Maiden » Sat Aug 21 2010 12:10am

I like it. It annoys me that Jets are immune to magic when Torch Eyes are not, though. >:(
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Re: Magic Resistance

Postby Lucifer » Sat Jul 25 2015 7:15am

Pros:
1)Instead of the unchanging and often OP spell damage shown in LoGI, RotDD's magic resistance forces you to think before you cast, therefore requiring you to alter your strategy and removing the "I win buttons". (No more spamming Freeze 4) (Members of SFC are always saying that the game was too easy, I agree, and this adds a challenge.)

2) Your heavy hitters (mages/Arthur), Support members (healers), and necessary member (Max) all have a naturally growing resistance to magic.

3) There are ways to give magic resistance to non-magic users via rings found in certain shops.

4) There are a lot of enemy spell casters between Rudo and Runefaust, so magic resistance will be very helpful for the mid-late game battles.

Cons:
1) The Laser Eye ignores magic resistance.

2) Breath attacks are unaffected by magic resistance.

3) Demon Breath is unaffected by magic resistance.

4) Enemy mages are scarce towards the end of the game, making your magic resistance almost completely useless in the last chapter, whereas theirs tends to be fairly high.
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Re: Magic Resistance

Postby SaladinTCO » Sat Jul 25 2015 7:52pm

SUPER NECRO POWERS!!

But on topic: Magic resist is not a bad idea, but I think it should have been taken a step further - Element resist.

Because, as it has been said, the resist percentages go a bit too high and it does make magic users useless at times (both on the Force and for the enemy).

Even if it was only for blaze/freeze, then nerf Bolt a little but make it with no resistances? As was said, magic resist can add more strategy, but element resist adds even more, why bench all your mages for one fight when you can just just use Tao instead of Anri? If this could be implemented into a hack with some forethought it could be amazing. Just a thought.

Edit: So I'm bored, and it got me thinking about this, so here is an (in my opinion) ideal list of resistances for the Force, under the example set above:

Max: up to 25% resist to Blaze/Freeze, but only start gaining after promotion
Luke: none
Tao: 40, maybe up to 50% Blaze, up to 10% freeze
Hans: none cos he sucks
Ken: none, because of his HP buffer
Lowe: up to 20% each, maybe keeping blaze above freeze, for diversity
Gong: up to 10% each, only after promotion to match his low magic ability
Mae: up to 10% freeze, just because of her blue shield (and diversity again)
Gort: none
Khris: As Lowe, but favouring freeze
Anri: 40-50% freeze, up to 10% blaze (opposite of tao)
Arthur: up to 10-15% each, being a bit of a mage
Balbaroy/amon: none
Diane: none, even if its just to justify Hans
Zylo: none
Pelle: up to 10% Blaze, again for shield colour and diversity
Jogurt: 50% each!!!!! cos it wont matter anyway
Kokichi: none
Vankar: up to 10% each, so that maybe he will actually be considered for battle (too many centaurs in this game)
Narsha: up to 20% each, cos she's already broken anyway
Zuika: none
Mawlock: none (maybe through cards?)
Guntz: none
Domingo: up to 20% each, lets not break him even further
Earnest: none
Lyle: none
Bleu: up to 20% Blaze, he is a dragon after all
Musashi: up to 10% each, at late levels, only cos of his "secret" status
Alef: up to 25% each
Torasu: up to 15% each
Adam: up to 20% freeze, cos computers like to run cold
Hanzou: up to 15% each

All just off the top of my head, could probably make things unbalanced but its just an idea.
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Re: Magic Resistance

Postby Pingurules » Fri Sep 04 2015 9:18am

How dare you. Hans is the best unit in the game. He can do over 1 damage at Level 99, and can beat the Dark Dragon in under 300 turns.

In all seriousness, I find MR to be good if used well and has a cap/ridiculously low growth rate (10%-15% for magic users, 1-5% for nonmagic users and 5-8% for hybrids). But not like this way RotDD does it. I mean, 99% Magic Resistance is just broken.
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