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Resistance penetration penalties (negative number problems)

Posted: Sat Jun 04, 2011 9:21 pm
by complexityQuantifier
Right now, if you have 40% cold resistance penetration (from level 4 Uttercold, say), and you deal cold damage to an enemy with x% cold resistance, you'll deal damage as if they had (x*0.6)% cold resistance. This is true even if their cold resistance was negative (i.e., they're weak against cold). Higher levels of Uttercold actually make you less effective against cold-resistant enemies.

I don't *think* that this was intentional? I could imagine a separate effect which did something like this (40% of your cold damage is converted to nonelemental damage). But I imagine that when enemies have negative cold resistance, their cold resistance should go up by 1.4 times, or maybe 1/(0.6) times.

I'm told that there are some related areas that should check for negative numbers. Sun paladins actually regain more positive energy as their fatigue gets higher. Also, increased healing percentage actually increases the life drain from an amulet of greater telepathy.