[b34] bad resistance calculation

Where bugs go to lie down and rest

Moderator: Moderator

Message
Author
Talonj
Higher
Posts: 54
Joined: Sun Sep 04, 2011 9:23 am

Re: [b34] bad resistance calculation

#16 Post by Talonj »

edge2054 wrote:Sorry Talonj.

Say you have 20% resist all and 10% acid resistance and get hit for 1000 acid damage.

After resist all you take 800 (-1000 * 0.2 or 200).

After acid resist you take 720 (-800 * 0.1 or 80).

In other words, resist all and elemental resist are like an onion. They're not really additive. Your acid resist will only reduce the damage that gets past your resist all. You don't check each by themselves and then add the reduction together.
This is intuitive, and how I thought it worked from the beginning. Resist all is obviously (to me, at least) a separate resist entirely, and should stack this way.
edge2054 wrote: I like Luke's suggestion. But I think we'd need a way to communicate how the resist cap works too. The player doesn't really have a type based resist cap it's just converted into that for ease of digestion. What you really have is a resist all cap that can be modified by type. Your resist all cap is 70 and when you increase an elemental resist cap you're actually giving yourself the value as an added bonus to your resist all cap when resisting that damage type.

<<example>>
This is not. Not at all. Since (as stated above) they are obviously (to me) SEPARATE resistances, there is NO intuitive reason why the cap of the individual resistance would affect resist all.

My solution:

Get rid of the "resist all" display. It serves no real purpose other than misleading the player into thinking that by multiplying the "resist all" number and the "resist (element)" number that they will get their actual resistance. Since the multiplication is done for them (without actually telling the player) the number is superfluous. Instead attach the cap to the "Resistances" header, make it say "Resistances: (Cap = 70%)" or some such. Then you can have a "(+5% cap)" appended to elements that get cap bonuses from equips.

This is intuitive in the most basic sense: WYSIWYG. Equipping and removing a piece of resist all equipment would show the player a change in their resistances. It would inflate the window a bit (displaying individual resistances when no other source is provided but resist all) but I think that would be worth it.

Loading up the game I see that the game actually says that resistances DON'T work this way.

Under resist all, it says "stacks with individual damage resistances" which is essentially telling the player to do the multiplication mentioned above to find their resistance to a particular element.

I would add a mention in the other tooltip (since you'd be getting rid of this one) that resist all is included in the calculation, and that it is applied FIRST. This would imply multiplicative stacking (even though the actual order does not, in fact, matter) without making the tooltip too wordy, as well as explain the discrepancy mentioned in the OP. On top of this, it explicitly tells the player that he/she does not need to do any calculations.

Also, regardless of what you do, get rid of the Resist All information for enemies. It serves no purpose other than to freak people out. I found a monster with 60% resist all and something like 74% resist physical and thought I was completely out of luck. In fact, I still dealt 26% damage per attack -- around 2.5 TIMES the 10.4% damage I thought I was going to do. I ended up killing it, wondering why in the world I was hitting so hard...

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: [b34] bad resistance calculation

#17 Post by Grey »

I think resist all should maybe be renamed "Universal Damage Reduction" or something similar in the character sheet and moved under a different list.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: [b34] bad resistance calculation

#18 Post by greycat »

Talonj wrote: Under resist all, it says "stacks with individual damage resistances" which is essentially telling the player to do the multiplication mentioned above to find their resistance to a particular element.
"Stacks with" is ambiguous. It could mean they're added together, or multiplied together. Whatever solution we end up with, it needs to be clear.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: [b34] bad resistance calculation

#19 Post by bricks »

If I combine a stack of 4 pancakes and a stack of 6 pancakes, I'd expect to have 10 pancakes. :P
Sorry about all the parentheses (sometimes I like to clarify things).

Talonj
Higher
Posts: 54
Joined: Sun Sep 04, 2011 9:23 am

Re: [b34] bad resistance calculation

#20 Post by Talonj »

Talonj wrote: Under resist all, it says "stacks with individual damage resistances" which is essentially telling the player to do the multiplication mentioned above to find their resistance to a particular element.
"Stacks with" is ambiguous. It could mean they're added together, or multiplied together. Whatever solution we end up with, it needs to be clear.[/quote]

The point of the sentence isn't about which kind of stacking is applied there -- it's that the player needs to do any math at all. It is my understanding that currently the values displayed for individual resistances have already applied the resist all value, right? The player isn't told of this, and may, in calculating their resistances, apply the value twice. (I know I have...)

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: [b34] bad resistance calculation

#21 Post by marvalis »

So just give the player the final result in the resistance table? Remove resist_all from the table, and explain somewhere:

Resist all stacks multiplicative with the other resists. That means that with 10% all and 30% resist fire you would be hit for 63% (= 90% * 70%) fire damage. That means an effective reduction of 37% (=100%-63%). You have x% resist all.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: [b34] bad resistance calculation

#22 Post by Rectifier »

Would it be easier to understand if Resist All was kept the same name and the other resists were renamed as Absorb? I feel like a distinction between the two might help.

Dekar
Spiderkin
Posts: 559
Joined: Wed Jan 26, 2011 3:47 pm

Re: [b34] bad resistance calculation

#23 Post by Dekar »

I think Resist All should be removed from the display and its amount added to all other resistance types for calculations. KISS style.

Vote for 10% all resist and 50% fire resist = 60% fire damage reduction next sunday!


If you really want to keep that onion calcuation resist all should be renamed.

Post Reply