Swamp Slogger
Posts: 182
Joined: Monday, 2nd July 2018, 16:47
Location: United States
Make resistance pips consistent and uncapped
Furthermore, it is possible that the presentation of pips as a limited number of boxes to check makes them appear more important compared to numbers (such as AC), which leads to some perception of resistances as a "newbie trap".
So my suggestion is to make each pip reduce damage by a fixed percentage - I'll use 25% as an example for the rest of this post - and to uncap resistances. This way, the player knows that getting an additional pip of resistance will reduce damage taken from that element by 25% (relative to current resistance level), no matter what. And since it's uncapped, it won't be a set of boxes to check, it'll just be a number like AC.
Formula:
The interface presentation would look like rF 2 instead of rF++. If we decide to show the value, it would look like rF 2(44%) instead of rF++ (67%).
If the value of RESISTANCE_PER_PIP is significantly lower than 50% (as in my example of 25%), it may be reasonable to make resistances more common than they are now. However, bikeshedding the value of RESISTANCE_PER_PIP is outside the scope of this thread.
- For this message the author stormdragon has received thanks: 4
- duvessa, hannobal, nago, VeryAngryFelid