Antimagic field reflected damage data (in General)


kray February 18 2005 7:12 AM EST

Looking for some data. If an antimagic field has a battlefield number of 0.39 what amount or percentage of damage should be reflected back at a mage using a 58k+ fireball. Post your data here. Thanks

MrC [DodgingTheEvilForgeFees] February 18 2005 7:14 AM EST

Well, 0.39 means 39%...

-Not entirely sure about the following-I think damage return is capped at 40% but it continues to block up to 100%.

kray February 18 2005 7:25 AM EST

Well the main reason I'm asking is I just had a fight and this is part the damage page returned.
jinjen cast Dispel Magic on all enemy Minions (21,184)
Starpin cast Antimagic Field on Jinjen (0.39)
Ranged Combat
Jinjen takes damage from his own Fireball (5063)!
Jinjen's Fireball hit Starpin's familiar [1679], Starpin [3850]
Starpin's Fireball hit Jinjen's familiar [1037], Jinjen [2437]

Jinjen takes damage from his own Fireball (5786)!
Jinjen's Fireball hit Starpin's familiar [1892], Starpin [4972]
Starpin's Fireball hit Jinjen's familiar [1322], Jinjen [2754]

middle missing to save space

Jinjen takes damage from his own Fireball (7233)!
Jinjen's Fireball hit Starpin's familiar [7107]

R.I.P. Jinjen

It looks like I'm eating more damage than I'm dealing ( I know AC plays a part as well ) so I was questioning exactly how this was supposed to work and looking for other peoples data on the subject.

Caedmon [Revenge of the Forgers] February 18 2005 8:48 AM EST

The key here is you're hitting a familiar. My impression (and others can confirm or deny) is that the potential damage is split based on the percentage amf, then armor, endurance, etc. is applied.

Ex: a 10k FB is up against a 40% amf. The caster is exposed to 4k, reduced by armor,etc. The target is subject to 6k, but a familiar generally takes only a small fraction of potential magic damage.

sasquatchan February 18 2005 9:29 AM EST

Most folks have spelled it out for what you are seeing. Don't forget that FB (maybe all DD ? I'm not sure) that fire in ranged don't do their full damage. Several folks have posted what the reduction in ranged rounds is, I don't remember. A guess would be 60/30/10 for 1st-3rd rounds respectively.

And, there's the problem with spreading damage across minions with different AC/protection/endurance attributes, which will lessen the damage.

If you want to run numbers yourself, which someone in an old AMF thread in CB1 did, you'd need to find someone with AMF and no armour/protection/endurance. That way, you can see exactly how the AMF effects you, the ranged penalty, and how much damage a given DD does based on its level, etc.

AdminQBGentlemanLoser [{END}] February 18 2005 9:47 AM EST

:)

I made a post about this at the start of CB2 as well.

AMF returns damage based on your DD level, not the damage you deal (It also takes into account reductions from ranged penalties).

I can't remember off hand, but the AMF percent (39% in your case) is taken from 0.4 x DD level (or DD level x5 for FB). This can be easily worked out, as the AMF damage you take is a fixed number, as long as you don't train your DD spell while testing (and your opponent doesn't train thier AMF...).

You could (If the AMF was high enough) take a 99% return while doing no damage to your opponent if fore example you use FB and your opponent is wearing a CBF.

I hope this helps!

:)
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