Right now bosses can have up to 80+ or even 90+ % resistance.
Resistances are interesting when you are forced to specialize in one at the expense of others. For example, a boss might have high physical resist, but low resistance to ice damage. This allows the player to change his damage type to match the resistance.
That means, that overall, the total sum of all resistances should be below a threshold of 50%*total number of resistances.
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For example, assume there is cold and fire dmg, and a 50% cap:
100% fire resistance, 0% cold
or 50 fire 50 cold
or 70 fire 30 cold
More damage types allow for more variation. You can also go negative:
-50% cold, 100% fire, 100% physical
but it would not allow the previous example
To avoid the 100% resist cap, all resistance should be capped at 70% with one exception (for example you can still have fire immune creatures).
that would allow something like
-20% cold, 100% fire, 70% physical resist.
The more damage types there are, the lower the average resistance should be. Some damage types would have a higher chance of having a bigger resistance. For example, physical resist would have a large random chance of being bigger, while some exotic resistances like arcane or mind would have a chance of being lower. The inverse is also true, weapons with a weapon type that is often not resisted should be rarer to find. Those two can be correlated.
Even better would be to have higher resistance be more expensive. The RNG could have a number of points it can distribute. The cost of one additional % resist goes up as the total resist gets higher. The reason is that 10% more resistance at 80% resist give a much larger benefit that 10% at 0% resistance.