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 Post subject: Fixing Resistances
PostPosted: Tue Mar 22, 2005 8:44 am 
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Edited slightly:

I originally submitted this in Issues and Complaints for the immortals; now I'd like to see what everyone else thinks.

I propose the following change to resistances:

Remove the exponential increase on resistance cost.

Cause resistances to be calculated before damage reduction, instead of after.

RAISE THE COST OF RESISTS FROM 400 TO 1000.

Change the forumla for calculating the rate of damage reduction using the following formula, instead of the old .1*resist amount:

damage reduction % = .1(resists) / (1 + .1(resists)), where "resists" is the number of a given type of resistance applied to the creature or player.


This would have the following effects:

This would result in an effective 10% bonus per resist to hp vs the given damage type and to healing damage from that damage type, rather than the exponential returns that players get from resists now. This is more fair, makes game balancing easier, and no longer encourages players to load all of their resistances onto a few damage types.

Players would never be able to become completely immune to damage types, regardless of how many resistances they enchant. A player who enchanted 10 slash resistances(10,000 space) would have 50% resistance to slashing, a player who enchanted 100(100,000 space) would have 91%, a player who enchanted 1000(1,000,000 space) would have 99%.

Damage reduction would be made worthwhile. Is is currently nearly-useless, as 90% resistances being calculated after the dr means that the dr only operates at 10% efficiency. 90% resist to all physical damage types is currently very easy to get, even with very weak equipment.

Edit: fixed typo that Weems pointed out, thanks

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Last edited by Nuitari on Sun Jan 15, 2006 8:53 pm, edited 4 times in total.

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 Post subject:
PostPosted: Sun Jan 15, 2006 12:53 am 
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Significant typo. The number of resists needs to be multiplied by .1, rather than .01, to get the results you specified.


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