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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.