Swamp Slogger
Posts: 147
Joined: Sunday, 14th June 2015, 07:19
Magic Resistance Reform
1) It is far more granular than any other resistance. Magic resist has a huge continuum for how strong or weak it is, with over 100 discreet ranks
2) Counterintuitvely, the most granular of the resistances is 100% all or nothing, unlike the others. You either completely ignore an effect, or it completely affects you. A granular scale with binary results
3) it is far more inherently random than other resistances. While damage in crawl is inherently swingy, you know with rF+ that you will take so much less damage from fire. Magic Resistance you only have certainty if the chance is 100% or 0% of something affecting you. Because results are binary, if you're unlucky and get banished at 3% chance, your MR didn't help you. If you're unlucky and an orb of fire rolls max damage, your fire resistance is more helpful.
I don't mean to claim that any of these are inherently bad or have to be changed. I think that these details combined with some other elements of the game make magic resistance a less interesting mechanic for the player both as a defense and as something to overcome against monsters.
Magic resistance hits a harder breakpoint for usefulness than any other resistance. Going to Elf? Get 3 pips of MR so you don't get banished. 4 or 5 is useless, they don't grant any additional advantage. The Vaults? Check to make sure you are immune to mark, if you are, you don't need another point of MR.
Similarly, most monsters fall into one of the categories of 'easy to hex if you have been keeping your skill up', 'explicitly immune' or 'has so much MR it may as well be immune' making it a pretty binary choice of whether it's an option in a fight or not.
It seems to me that magic resistance too often creates clear no brainer decisions, in direct conflict with crawl philosophy.
Possible Solutions:
1) non-binary results: Confuse, Slow and Paralyze might have duration based on how poorly you rolled... Or perhaps better, success / failure could be a roll, but more MR straight up reduces duration of effects.
2) more fluctuation of MR / spellpower: if I am in Elf and have 0% chance of banishment, banishers become trivial as their biggest threat is eliminated. What if multiple banish attempts made me more susceptible to further attempts? Suddenly there would be some threat to letting them get multiple attempts, and a group of elves with status effects would be cause for concern rather than a group I can sleep on. There's already a precedent for affecting MR. With scrolls of vulnerability and the Enchantress. I think less drastic changes would create more non trivial choices.
There are probably beater solutions than what I've mentioned too, but I think this is a area of the game worth reexamination.