agentgt wrote:It is my opinion ( this is game design but also advice on getting resistance) that 50% damage reduction for a single +r is overpowered.
Nago even proved my point to some degree... the fact that you only need like one ring is proof that resistance are scaled incorrectly.
It should not be so high for a single r+. Elemental damage should be scaled down and you should probably not be rewarded so much for having a single +.
It promotes constant ring swapping which I think is sort of tedious design.
I stated that resistance are useful only in some situations, therefore it is usually bad to commit a not-swappable slot - or sacrifice in this case off-hand punch - to something only for sake of a resist.
This because usually a resist become available in form a swappable jewellery before it matters - for me usually Depths.
In the specific case of a Tr, I'd almost always use a shield because it is often available before dragon armour, and getting some sort of defence isn't a bad idea - but I aim for SH, not for the resist attached to it.
For the rest, yes I also totally agree resists in DCSS are a huge can of worms and I do hope someday a brave dev will rise to face it. But this is a discussion about game design, while the posts were about game advices.
Edit: btw this isn't a personal attack or anything else. I hope you don't feel ambushed by that WWE tag team, whatever it means. [/quote]
Sandman25 wrote:
Where I suspect being at 6 HP as Og has something to do with lack of resists.
You kind of prove that resistances are important IMHO. I was lazy to check other files.
Don't remember that specific game. It could be, but actually I'm 99,8% positive It depends on the fact I play recklessly by Lair and use just tab, without caring too much of positioning, resistances, abilities and whatever.
If you go watch those games I'm pretty sure I had !resistance, probably the right rings to use and whatever else I just didn't care.[/quote]