Hatsodoom Posted December 19, 2017 Share Posted December 19, 2017 So the maximum physical resist is 80% with a certain AR. However is this the true cap? Like how magic resist stacks multiplicativly with single element resists. Say you have the 80% AR cap, but you have a spell that reduces damage taken by half. If you cast the spell does it not do anything, or will it stack and cause you to only take 10%? (20% w/ max AR halved) I've got a new enchantment mod with various mitigation effects and I want to know if I should bother using them. Link to comment Share on other sites More sharing options...
Deleted3082751User Posted December 21, 2017 Share Posted December 21, 2017 (edited) 80% is indeed the hard cap, however unless mods edit the Incoming Damage Modifier or the Physical Resistance Game Setting, they will not override the 80% hard cap Incoming Damage = a physical damage modifier that if set to 0 will make the target immune to physical damage (as in literally take no damage from melee or bows) however this setting does not effect spells, it only effect melee and bows), this is the setting the orc berserker power uses for damage mitigation (currently set to 50 for the orc thus half damage). this setting can only be changed via a creating a new perk or editing a perk that has it. this setting overrides the Physical Resistance Game Setting (the 80% Hard Cap) with that said it is very unlikely spell mods will edit these 2 settings, and thus you will still have the 80% cap, and spells that attempt to go over that will not work thus will be redundant. the spells would need to have perks attached to them for them to be able to edit the Incoming Damage modifier (it is definitely possible, but unlikely that said mods will do this). Edited December 21, 2017 by Guest Link to comment Share on other sites More sharing options...
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