Heh don't worry, I was just heavily confused.
INC CODE SPAM!
Note: The line numbers are based on unmodified somewhat recent trunk (Rev 986, ver 0.8.0)
Client.h line:410 (After the inline virtual functions for bard mods, but before buff/disc slots)
sint16 GetActSpellResistDiff(int16 spell_id, sint16 ResistDiff);
Effect.cpp Line:33(Right after include statements)
sint16 Client::GetActSpellResistDiff(int16 spell_id, sint16 value)
{
sint16 newMod = 0;
newMod = GetFocusEffect(focusResistMod, spell_id);
newMod *= -1;
return newMod + value;
}
mob.h lines: 94, 691(a: end of typedef enum list before the "} focusType;" )
(b: right before the "float ResistSpell" mess)
virtual sint16 GetActSpellResistDiff(int16 spell_id, sint16 ResistDiff){ return ResistDiff; }
spdat.h lines: 548, 702(a: in the block of define statements, before "#define DF_Permanent")
#define SE_DecreaseResistMod 936 //Adjust resist mod on spells.
(b: I put in between IsExtRangeSpell and IsImprovedHealingSpell...dunno why)
bool IsResModSpell(int16 spell_id);
spells.cpp line:1678(just before Switch #2)
sint16 resistmod = spells[spell_id].ResistDiff;
resist_adjust = GetActSpellResistDiff(spell_id, resistmod);
spell_effects.cpp line: 3188(I put it above "case: SE_IncreaseRange". No reason, just in that case block)
case SE_DecreaseResistMod:
if (type == focusResistMod && focus_spell.base[i] > value)
{
value = focus_spell.base[i];
}
break;
Basic Usage:
The 'DecreaseResistMod' effect type is type number 936. It uses the minimum number and converts it into a negative by way of "value * -1" and then adds this to the spell's actual resist mod. For instance, Hate's Curse of Garlic-Salt has a resist mod of 50. Hunter decides this spell sucks and adds a focus effect of 'DecreaseResistType' with a POSITIVE 50 (50 * -1 = -50 -50 + 50 = 0)
If this is confusing, just read it from left to right. "DecreaseResistMod" by 50 (uses formula 100: min as default)
Advanced Usage;
This could be intentionally reversed to become a debuff dropped by bosses. Just as such, it could also become a buff that a mini/boss may use on itself to ensure the next chain of AoEs hit (requiring players to quickly Nullify it or face a wave of unresistable AoE death).
However it is used, it affects the Resist Mod portion of spells. This will have no effect on buffs (other than the resistable type, which haven't been used on EZ yet...to the best of my knowledge).
I spent an hour testing it on various mobs. Spawned some 75s and spammed T4 until I could stand to hit the 3 key anymore. I tried with a 200 reduction and 25 reduction. 200 made the spells nearly unresistable on resist-less mobs. As I shot matching resist up, I saw a few.
This could possibly be used instead of the 6% threat reduction or tack a small amount to the Wizard Epic passive effects, but add the rest/bulk into the click buff. This would encourage players to use the clicky buff more often, but would also allow for this effect to go away periodical, preventing wizards from becoming unstoppable.
Needing some opinions/questions now. Please, ask/bomb away.
-Hateborne