Mysticism Demystified

Started by Gimli
Gimli (Staff)

Free Will: will offer you a 50% chance to shrug the initial cast of a mysticism spell. It provides no benefits after you have been mysted
Myst Resistance: will reduce the duration of the affect, the shorter the duration the better chance to shrug it.

Amulet of Free Will: Provides both Free Will and Myst Resistance
Executioner's Axe: Provides only Free Will
Khan Helmet: Provides only Free Will

Does free will stack?: No. Free will is a single affect and wearing multiple items with free will does not improve you chance to shrug

Steve

Thank you for implementing the round duration in room tab!

Phate

What does the round duration track? Seems even my AIEW have a hard time sticking things more than a round or two regardless of what it said in room tab.

Endal

So the idea behind it is pretty simple. Let's say you cast Hold on a baddie, you get a 6-round duration. Here's the math that goes into that as I understand it. Please let me know if I'm wrong

Cast: Check to see if the NPC shrugs (based on Free Will)
End of Round 1 (casting round): Check to see if the NPC shrugs (based on Myst Resist)
End of Round 2: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 3: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 4: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 5: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 6 (final round): Check to see if the NPC shrugs (based on Myst Resist)

That means that there are seven chances for the spell to be dismissed early and each of those chances above seem to be pretty high (I'd estimate around 50% on most high level NPCs). This is statistics and not cumulative, but if you were to do it cumulatively the odds of having an NPC make it through a 6-round hold is roughly 1.56/100. Hell, getting past the first round is a 1/4 chance (50% of 50%)

Phate

So the idea behind it is pretty simple. Let's say you cast Hold on a baddie, you get a 6-round duration. Here's the math that goes into that as I understand it. Please let me know if I'm wrong….

Thanks, Endal!
Makes sense now.

Redbeard (Staff)

So the idea behind it is pretty simple. Let's say you cast Hold on a baddie, you get a 6-round duration. Here's the math that goes into that as I understand it. Please let me know if I'm wrong

Cast: Check to see if the NPC shrugs (based on Free Will)
End of Round 1 (casting round): Check to see if the NPC shrugs (based on Myst Resist)
End of Round 2: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 3: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 4: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 5: Check to see if the NPC shrugs (based on Myst Resist)
End of Round 6 (final round): Check to see if the NPC shrugs (based on Myst Resist)

That means that there are seven chances for the spell to be dismissed early and each of those chances above seem to be pretty high (I'd estimate around 50% on most high level NPCs). This is statistics and not cumulative, but if you were to do it cumulatively the odds of having an NPC make it through a 6-round hold is roughly 1.56/100. Hell, getting past the first round is a 1/4 chance (50% of 50%)

Not necessarily … but close! :)

Cast: Check to see if the NPC shrugs (it's a roll between your stats the and targets, free will just doesnt allow the target to get below a 50% chance)
Myst Resistance is just that, resistance. For instance: If I am a 189 wizard and I can land 10 round stuns, if I cast stun on a 60% MR target it will only hit for 4 rounds.

Pesky Zombies are 100% Myst Resistant!
Implementor says 'Trapel monsen!', pointing at Zombie. Zombie is held for 3 rounds!

Here is one of my combat logs while testing not too long ago.

 

Round Shrug Chance Combat Log
Implementor says 'Diasu petralt!', pointing at Wolf.
0 Wolf is stunned!
1 1% Wolf reels, unable to take any action!
2 12% Wolf reels, unable to take any action!
3 23% Wolf reels, unable to take any action!
4 34% Wolf reels, unable to take any action!
5 45% Wolf reels, unable to take any action!
6 56% Wolf reels, unable to take any action!
7 67% Wolf reels, unable to take any action!
8 78% Wolf reels, unable to take any action!

Endal

So is the shrug chance based on a specific stat, or is that the Myst Resist stacking up?

Redbeard (Staff)

So is the shrug chance based on a specific stat, or is that the Myst Resist stacking up?

Shrug chance is based on the average of Intel / Dexterity or Strength / Endurance depending on the spell. Myst Resist only reduces the duration of a spell.

OldButNew

So is the shrug chance based on a specific stat, or is that the Myst Resist stacking up?

Shrug chance is based on the average of Intel / Dexterity or Strength / Endurance depending on the spell. Myst Resist only reduces the duration of a spell.

Which spells are based on which stats? Also, is this the stats of the target or the caster? Thank you for taking the time to answer our questions and to clear up the new myst system.

Auleran

Is stun and hold both based on Str/End? or is one int/dex?

Steve

can we get myst/intel/sdm duration/breakpoints? like 25 intel = x length of myst against no fw and vs fw… id be happy to populate a chart and leave the values blank so you can easily input? anything to make it happen

Redbeard (Staff)

can we get myst/intel/sdm duration/breakpoints? like 25 intel = x length of myst against no fw and vs fw… id be happy to populate a chart and leave the values blank so you can easily input? anything to make it happen

Free will doesn’t factor into durations, it only matters on the initial cast. Beyond that it’s kind of hard to give a specific round count. Basically it’s rounds = (SDM / 50) * spell multiplier. In most cases the spell multiplier is 3.75

Steve

sorry for the double post but i was wondering if intel /sdm or another stat influenced theurgism at all with respect to wand of zerks, like will an aiew use a woz more effectively than an asgw or whatever… or is it strictly based on the skill level?

Redbeard (Staff)

WoZ specifically is broken. Next patch it’ll be 100% theurg Ian / health based.

Redbeard (Staff)

lvl 6 theurgism 12 endur over 120 sdm, 1 round woz… please fix.

What is your health?

Redbeard (Staff)

Found bug where the base round modifier was missing, at a minimum if you had 12k HP you should have had 3 rounds, with the 3.75 modifier it should have been 11.25 (rounded down to 11) rounds. Will be fixed in the next patch.

Steve

yeah i had 12k hp at the time, thank you. makes sense. i was like noooooo not again… also is there any chance you could change the name of the aofw to aomyst resist? since it gives you MR and not "true" free will?

ill be interested to test hitters using woz with that higher base HP- might give those 2 intel giants some use in pvp

Redbeard (Staff)

yeah i had 12k hp at the time, thank you. makes sense. i was like noooooo not again… also is there any chance you could change the name of the aofw to aomyst resist? since it gives you MR and not "true" free will?

ill be interested to test hitters using woz with that higher base HP- might give those 2 intel giants some use in pvp

I just updated the combat log to say "'s free will is greater than the spell!" instead of "resist the spell".

Steve

awesome! that actually makes it more clear on which is which. thanks for all the feedback on this thread!!