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Magick Defense is a primary Stat which represents a creature or individual's ability to with stand offensive spells. It is used in Damage Calculations

Overview

This is the character's inherent resistance to magickal damage, also called the magickal damage threshold. The higher the Magick Defense stat, the less damage a character will take from magick. This is not to be confused with more hit points; Health or hit points determine the maximum amount of damage a character can take before dying. Magick Defense lowers the total amount of damage a character will take from a magickal attack and once Magick Defense is exhausted, further magickal damage reduces the character's Health.

Magick Defense growth with level is highest, in order, by leveling as Mage and Magick Archer, Sorceror below level 100; Mystic Knight has fairly good Magick Defense growth. Strider has average growth and all other vocations below average Magick Defense growth.

The core magick defense from stat growth is thought to be twice as important as the magick defense given from equipment.

Augment Description Unlocked by Vocation
Sanctuary Increases magick defense by 50% if health is critical Mystic Knight
Bloodlust Increases magick defense by 30% at nighttime Assassin
Autonomy Increases magick defense by 30% if playing alone Assassin

Note that Awareness does not affect the base stat number when it is in effect.

Magick Defense and Spell Damage Mitigation

For foes and monsters it seems their Magick Defense is subtracted from the "Magick Power" of the Arisen's or ally's attacks, and if the value is positive they take that amount of damage. (modified by periapts, elemental weaknesses and so on).

For monster attacks on the Arisen and Pawns it seems that magick defense works differently - that is that damage is related by the equation :

Damage = Foe_Magick_Power x 100 / (MDEFnaked + 0.5xMDEFequipment + 100)

As such core Magick Defence is more (twice as) important than equipment Magick Defence. There are also diminishing returns from having higher defense - according to the equation the first 100 (or 200 of equipment defense) should half damage, but it takes a further 300 (or 600 of equipment defence) to reduce damage by a further quarter..

Notes

  • May be abbreviated to MDEF .
  • See also Defense - for physical defence.