Swamp Slogger
Posts: 176
Joined: Wednesday, 11th September 2013, 04:59
Proposal: Resistances overhaul
Reasoning: Currenly rF, rC, rN, rElec, rPois, rCorr and other resistances work differently and the mechanics behind them are not very transparent in the '%' screen.
I propose all resistances will be changed so that the damage taken will be:
Damage/(Rank+1)
This would result in following table, rounded to nearest full percent:
Rank / Dmg Taken / Dmg Resisted
1 50 % 50 %
2 33 % 67 %
3 25 % 75 %
4 20 % 80 %
5 17 % 83 %
6 14 % 86 %
7 13 % 88 %
8 11 % 89 %
9 10 % 90 %
10 9 % 91 %
etc.
In % screen, the amount of resistance in % would be shown next to number of ranks.
Immunity would be a special rank (X) that cannot be gained by stacking ranks, like now.
Monsters could use a different table, if necessary, or use the current system.
Vulnerability would work in inverse way: Damage would be multiplied by (1+Rank), so vulnerability rank 1 would give you +50% damage, like now.
Probably not more than 1 rank of vulnerability is not needed.
It could be used also for rMut,SustAb and rRot: Then the "dmg resisted" would be the chance to resist.
In that case items giving rMut/SustAb should give more ranks than just one (but less than 9, because you could stack several sources).
But this could probably be skipped for phase one, which would cover just rF, rC, rN, rElec, rPois, rAcid.
Current rF, rC:
Resistance Level / Damage Taken (Player) / Damage Taken (Monster)
1 50% 50%
2 33% 20%
3 20% 0%
Current poison (Sting and Venom Bolt):
Resistance Level / Damage Taken (Player) / Damage Taken (Monster)
-1 100% 150%
0 100% 100%
1 100% or 50%[1] 50%
2 - 20%
3 50% 0%
Current rElec:
Resistance Level / Damage Taken (Player) / Damage Taken (Monster)
1 33% 33%
2 25% 17%
3 17% 0%
Current rAcid:
Damage Reduction
Resistance Level / Damage Taken (Player) / Damage Taken (Monster)
1 50% 0%
2 34% 0%
3 27% 0%
The benefits would be:
- You could stack infinite amounts of resistances, but with diminishing returns (more rC and rF than just 3 ranks).
- It would be easy to calculate how much you would gain from one rank of resistance because of the 1/(rank+1) formula.
- All resistances would follow the same logic and would be easier to understand (especially multi-rank rPois, rAcid, rElec).
It would of course require changes to some items and species, to balance things out.