"Hidden" Class/Race Resist Bonuses & Penalties

Grinkles

Developer
Staff member
Is there any authoritative SoD documentation on innate resist bonuses received by certain races/classes? I am talking hard resist numbers, not the "-5% to fire damage received" and such that certain races supposedly benefit from (according to Woldaff's Fri Nov 12, 2010 patch notes).

While re-rolling a character dozens of times to test some level 1 statistical trivia, I noticed several discrepancies in resists purely by accident. Here is a list of what I have found:

RACE:
  • Barbarian: +10 CR
  • Dark Elf: none
  • Dwarf: +5 MR, +5 PR
  • Erudite: +5 MR, -5 DR
  • Froglok: +5 MR, +15 PR
  • Gnome: none
  • Half Elf: none
  • Halfling: +5 PR, +5 DR
  • High Elf: none
  • Human: none
  • Iksar: +5 FR, -10 CR
  • Ogre: none
  • Troll: -20 FR
  • Vah (Shir): none
  • Wood Elf: none

CLASS:
  • Bard: none
  • Beastlord: +4 CR, +4 DR
  • Cleric: none
  • Druid: none
  • Enchanter: none
  • Magician: none
  • Monk: +8 FR
  • Necromancer: none
  • Paladin: +8 DR
  • Ranger: +4 FR, +4 CR
  • Rogue: +8 PR
  • Shadowknight: +4 PR, +4 DR
  • Shaman: none
  • Warrior: none
  • Wizard: none
So, what's the deal? Am I reading too much into this? Are these simply a holdover from Live? o_O There seems to be little rhyme or reason to the figures. For example, why don't any classes get a bonus to MR? Why should all melees/tanks get bonuses except for BRD and WAR? Why is a Shadowknight deserving of PR and DR bonuses while his cousin, the Necromancer, is left with no bonus whatsoever to these two elements that are equally important to his class? What makes a Dwarf or Erudite or Froglok more innately resistant to magic than a High Elf or Gnome?

If these are left over from Live, why weren't these reworked in the big racial bonuses overhaul ~4 years ago? It seems a bit strange, for instance, that Iksar already receive +5 innate FR (+13 if they're a Monk!) and also receive -5% to incoming fire-based damage. I'm all for differentiating the races and classes as much as possible for flavor, but I get the feeling the above innate resist bonuses and penalties may have been overlooked by the staff.

Even if there's nothing much to this, it's still fun to discuss this kind of stuff. I hope I'm not the only one who never really took full notice of this until now! :rolleyes:
 
1st time ever I hear about this. On an unrelated note, I love how all my toons are of the none/none department.
 
Cool find, and definitely could be interesting to debate why classes and races should or should not have a bonus or two.

Perhaps your work above would allow these pages to be updated on the wiki:
Race: [ur]http://wiki.shardsofdalaya.com/index.php/Races[/url] and http://wiki.shardsofdalaya.com/index.php/Races/Comparison
Class: http://wiki.shardsofdalaya.com/index.php/Classes

PS - Looking at the very detailed lists you have in your first post of this thread and thinking about all your texture work, it occurred to me that sometimes your idea of fun is a union between my idea of work and tedium... That said, I love your results lol! Please keep the good stuff coming!
 
I noticed the human/iksar/monk things a while back but figured it was just a holdover from live and minor enough that it doesn't matter. A lot of other racials are much more meaningful.

I don't remember classes getting innate bonuses on live so it's kind of strange. Maybe it's all a remnant of a previous class/race bonus from early WR/SoD or something.
 
1st time ever I hear about this. On an unrelated note, I love how all my toons are of the none/none department.
Mine too, Nwaij. :(

Funny that you mention that, seeing as I just updated the comparison page only an hour ago! Not with this info though; it seems that page had gone all these years withot mentioning the Barbarian Cold/Magic resist adjust bonus, the Dwarven drinking bonus, or even the Erudite 1% spell crit bonus! I may go back in and spruce up some of the articles to reflect the above resist finds, but I'm wondering now if the staff might see fit to shake things up a bit with this aspect of the game. I'd welcome some change if it means more strategizing when it comes to character creation, especially with respect to the class side of things (which seems to be an underutilized opportunity, apart from the few spell/melee crit specifics we're already used to).
 
These are probably a holdover from live, hidden deep in the code or some such. The dwarves' mr/pr bonus is straight out of D&D, for example.
 
These values are baked into the client. Not changeable, though I'm not sure if they are actually applied on the server side where it matters.
 
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