Quote:
Posted by Thorny View Post
My current theory is that any mob over X total resistance(level correction/mnd if applicable, inherent resistances, anything that would effect resist rate) is getting an automatic half resist at best, similar to how you can't get a full resist when nuking an elemental with it's weak element no matter how low your skills are. The distribution of mobs I have seen this take effect on makes specific elemental resistance, traits, and just plain m.acc all seem like they are not viable reasons.
Did a very easy, yet extremely eye opening test that completely backs up this idea of automatic half resist on elemental strengths.
I took my 75 RDM mule out to Qufim and Chainspell Water I'd an Acropolis (Leech Family, resistance to water).
20 water Is, ALL 29 damage (1/2 resist).
Prior to the patch, you could 'overwhelm' the innate elemental resistance of the mob if you were just that much higher level than it. For instance, I could get lucky and nuke a crab with water, and it would still do full damage. Given that 230 Ele. Skill can't land a single non-resist on a lvl30 mob now, I would say this is no longer the case!
Early conclusion for this is simply that SE has FINALLY made magic users take into account elemental strengths and weaknesses. You still don't get a damage bonus for using an element the mob is weak to, but you will get the penalty for nuking/enfeebling against the mob's element.
This would explain why you can't full duration Elegy Cerb. (strong to earth), why you get 1/2 resists on ES Sleep on bombs and bats, and why brothers ENM gives you the same 1/2 resist (taurus dark strength).
(To back this up, if someone wants to take a BRD/BLM and ES lullaby a bat, I can bank on that duration being full due to the fact bats have no light resist)