Thread:FixSRwiki/@comment-46261745-20201002230402

So I was looking into the Diviner Guard stuff today, which brought me to looking more closely at the magical defence formula and one thing that is baffling me is that there's all this code to assign what look to be some kind of base magical defence stats to certain classes.

... only for the variable to get overwritten by something else before it ever appears to be used...

Wondering if you've looked into this before, and if I'm seeing things or missing something. I assume I'm not, since none of this is mentioned on the parameters page...

It's in the 魔法計算 function, specifically the section where aa2 = 20;, followed by a bunch of class conditions, then followed by aa2 = ▲攻撃Ａ;.....

Thoughts?

My guess is that it was originally intended to be aa2 += ▲攻撃Ａ and that + was left out. I'm just not sure whether accidental or intentional... But the fact they never deleted it or commented it out implies to me that the missing + sign is a mistake....

It would essentially mean magic does more damage, but more specifically that Diviners and Mages would have the exact same magic defence calclation as currently, while mikos, monks, foot soldiers and ninjas would have a minor magical resistaance (they would receive slightly more magicaal damage than they do now) -> everything else -> except peasants who would have a major magical weakness.

Or, more concisely, they are class bsaed negative magic resistance values.

Hmm, that makes me wonder if this was why certain magical attacks feel underwhelming, like Angel Cutter or even fire blast...... AliceSoft initially intended for them to be better, but made a typo...

Anyway, I'm going to add that + sign in for the next mod version update (hopeflly will be ble to finish up KatsuTora and release that this weekend... almost there!) and we can see what happens... 