Temple Termagant
Posts: 10
Joined: Saturday, 23rd April 2011, 12:25
Less luck-based magic resistance
Anyway...
The way magic resistance works feels very luck-based. According to the game philosophy, too much luck-based stuff is not good.
I understand that random results are an interesting challenge:
- the player must plan a strategy keeping in mind the worst case scenario
- the player must change the strategy on the run, as the fight goes on
Keeping that in mind, I'd like to see a bit smoother approach to magic resistance anyway... in some cases the outcomes of certain actions can range from "omg i'm dead" to "easy win lol" just based on luck. This is evident when playing an hex-based stabber for example.
A way to have less random outcomes may be using some sort of resource pool, let's call it "resistance points".
Resistance points is a score that grows when the player or monsters is target of a resistable effect. Instead of having just a chance to be resisted, the effect will add some value to the magic resistance score... how much it will add depends on magic resistance and spell power, it can be a value like the currently used chance of success multiplied by a random coefficient.
The idea is to keep a history of how much the target has resisted and avoid super-lucky success or failure.
Every time the target goes over 100 resistance points, the effect will pierce his resistance and the target will lose 100 resistance points.
So if I cast a spell that sends a monster to 150 resistance points, the spell will work and the monster will retain 50 points, making the next cast easier to break the 100 points threshold.
If the target gets in one cast over 200 points, he will be victim of a stronger/longer version of the effect and reset his score to 0.
With this approach the luck factor in magic resistance will be reduced a bit: it won't be possible to make long unlucky failure chains or one-cast lucky shots.
I hope that I've been clear, my english is a bit rusty