Page 1 of 1
Curved Resists
Posted: Thu Apr 17, 2014 8:38 pm
by grayswandir
http://te4.org/games/addons/tome/graysw ... ed-resists
I wanted to see how this would play, so I made it.
This makes elemental damage resists and damage increases curve in the same way that saves do.
- This doesn't change item or talent descriptions, but does correctly show on characters.
- All resistance may show up incorrectly in the tooltips.
- All base resist values are tripled so that 100% old resist will match up with 100% new resist.
- Resist caps still apply to the pre-curve pre-tripled values.
Re: Curved Resists
Posted: Thu Apr 17, 2014 11:48 pm
by Doctornull
I'm not sure I understand the effect of this. Could you plot out some old / new values?
Re: Curved Resists
Posted: Fri Apr 18, 2014 12:51 am
by grayswandir
Code: Select all
| OLD | NEW |
| 0% | 0% |
| 5% | 15% |
| 10% | 25% |
| 15% | 32% |
| 20% | 40% |
| 25% | 45% |
| 30% | 50% |
| 35% | 55% |
| 40% | 60% |
| 45% | 64% |
| 50% | 68% |
| 55% | 71% |
| 60% | 75% |
| 65% | 79% |
| 70% | 82% |
| 75% | 85% |
| 80% | 88% |
| 85% | 91% |
| 90% | 94% |
| 95% | 97% |
| 100% | 100% |
Re: Curved Resists
Posted: Fri Apr 18, 2014 1:27 am
by Doctornull
Interesting!
May I suggest calibrating the curve to match at 60% or 70% rather than 100%?
That way getting up to the baseline limit will be around as easy as before, but going higher will be harder.
Re: Curved Resists
Posted: Fri Apr 18, 2014 2:33 am
by Zaive
It works in tiers like saves and powers. 1% to 1% up to 20, then 2% to 1% up to 40, etc. So since the resists are tripled, 5 is now 15, while 10 is a raw 30 which, like saves and power, gets curved down to 25.
Most elemental rings have 20% resist on them I believe, meaning they're 40% alone with this system. Hoarding those things will be a lot more useful.
Doubling the resists instead of tripling will make it match up to the old one at 60%.
Re: Curved Resists
Posted: Fri Apr 18, 2014 2:43 am
by grayswandir
If I reduce it at all though suddenly wyrmlings and such will be able to take their own elemental damage. I guess that's not terribly bad in the end, though. I do like the 2x progression a lot better.
Code: Select all
| OLD | 2x | 3x |
|------+-----+------|
| 0% | 0% | 0% |
| 5% | 10% | 15% |
| 10% | 20% | 25% |
| 15% | 25% | 32% |
| 20% | 30% | 40% |
| 25% | 35% | 45% |
| 30% | 40% | 50% |
| 35% | 43% | 55% |
| 40% | 47% | 60% |
| 45% | 50% | 64% |
| 50% | 53% | 68% |
| 55% | 57% | 71% |
| 60% | 60% | 75% |
| 65% | 62% | 79% |
| 70% | 65% | 82% |
| 75% | 68% | 85% |
| 80% | 70% | 88% |
| 85% | 72% | 91% |
| 90% | 75% | 94% |
| 95% | 78% | 97% |
| 100% | 80% | 100% |
Re: Curved Resists
Posted: Fri Apr 18, 2014 2:47 am
by HousePet
Could aim for 100 to be the users current max resist for that type.
Then get +max resist would have an effect more often.
Re: Curved Resists
Posted: Fri Apr 18, 2014 3:06 am
by Doctornull
I like the 2x curve, but I agree that some (rare) monsters should have 100% resistance.
I'm actually okay with hatchlings (etc.) NOT having 100% resist since they're living animals, but a Faeros or Luminous Horror ought to crank that up to 100% due to being unnatural.