Right now, respen does basically nothing against enemies with low resistances, and is hugely powerful against enemies with high resistances, often to the point where their resistances are mostly irrelevant. This seems a bit backwards to me. Respen should let me blow through enemies with a little bit of resistance as if they had none and help moderately with high resistance enemies, but not to the point where I don't feel some effect from their resistance. At the same time, for this to work at all we can't have every randboss on the higher difficulties having huge amounts of resist all. Rather, enemies should have distinct strengths and weaknesses so that damage types matter.visage wrote:To be honest, I've yet to see a game with the concept of "resistance penetration" or "resistance reduction" where it did not turn into the primary offensive stat, and in my mind that means that the game's entire concept of $DAMAGE_TYPE resistance is broken.
It's particularly broken in ToME where you can run into enemies with 100%+ Resist All, and where you can accumulate enough res-pen that the defender's resistances are nearly or completely negated. Once enemies have very high Resist All, the individual resistances that should be making their defenses distinctive are irrelevant; similarly, once you're running around with 70+% resistance penetration in your chosen damage type you no longer care about what the enemy resistances are. The whole system exists to make itself irrelevant outside of focusing a character on a single damage type. ...and that's actually kind of boring.
Given that enemies can have very high resistance penetration/reduction, any player build focused on building up resistances is playing towards optimizing the average case... while leaving you totally vulnerable to dangerous damage spikes.
I'm quite fond of ToME overall, but this is one of the places where I think the design is poor.
There is no easy and obvious fix, and at this point the game is in so deep on the current way resistance and respen work that it might break a bunch of other stuff to try to rework it.
Still maybe something like:
-damage type resistances work as is but don't get added to resist all
-respen opposes damage resistance additively to calculate effective resistance. For example, an enemies effective fire resistance against my char with fire respen is max{0, enemy fire res - my res pen}. Damage is then reduced by % effective resistance.
-resist all is capped much lower, say 25%, for everyone, including enemies (with the exception of invulnerable monsters)
-resist all cannot be penetrated
-resist all only applies when it would be higher than effective resistance. It's guaranteed to work, but also the last line of defense, and of limited effectiveness, so there is still incentive to build specific resistances
-high respen should be rare on enemies so that player can still benefit against most enemies by building moderate levels of resistance
Under this model, respen is still very useful against enemies with the corresponding resistance, but no longer such a universal offensive stat since you no longer have every relevant monster on insane running around with 40%+ resist all. The tradeoff between building +damage% and respen is more interesting since high respen is wasted on monsters who don't have a particular resist but +damage% suffers against those who do. Of course, again this depends on making it so that monsters actually have distinct strengths and weaknesses in their resistances rather than the current model.