Prodigy Idea: Brave the Elements
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Prodigy Idea: Brave the Elements
I know the prodigies are already created, but after being at 70% cold resistance at level 20 without even trying, I thought of one:
Brave the Elements
Requires:
50 con
Fire, Cold, Lightning, and Physical resistance currently at 70%+
After days of braving the elements, you've found a way to make yourself slightly more resilient, slightly tougher when it comes to dealing with the 4 primal elements.
Effect: Increases Fire, Cold, Lightning, and Physical resistance caps by 10%.
Just sayin.
Brave the Elements
Requires:
50 con
Fire, Cold, Lightning, and Physical resistance currently at 70%+
After days of braving the elements, you've found a way to make yourself slightly more resilient, slightly tougher when it comes to dealing with the 4 primal elements.
Effect: Increases Fire, Cold, Lightning, and Physical resistance caps by 10%.
Just sayin.
Re: Prodigy Idea: Brave the Elements
Fire, Cold, Lightning, Acid would be a better combination, lore-wise. I like the idea.
Re: Prodigy Idea: Brave the Elements
Just raising the resistance caps is too weak for a prodigy. So, how about +10% resistance and resistance cap for cold, fire, lightning, and acid (or arcane, whatever fits better)? Physical doesn't really fit anyway, as lukep said.Sradac wrote:I know the prodigies are already created, but after being at 70% cold resistance at level 20 without even trying, I thought of one:
Brave the Elements
Requires:
50 con
Fire, Cold, Lightning, and Physical resistance currently at 70%+
After days of braving the elements, you've found a way to make yourself slightly more resilient, slightly tougher when it comes to dealing with the 4 primal elements.
Effect: Increases Fire, Cold, Lightning, and Physical resistance caps by 10%.
Just sayin.
How about the only req. for the ability is 50 con? If someone wants to use it with 20% resistances, why not? Asking for 70% in 4 elements is just going to lead to gear swapping nonsense which there's too much of anyway.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Prodigy Idea: Brave the Elements
I went with physical to represent earth, cause a rock smacking you upside the head is pretty physical if you ask me
But yeah, the resistance requirement kind of sucks but its all I can think of, most prodigies have a stat requirement and something else, like "traveled outside time", or "close to the dragons"
something else you could have done representing badass resistance towards elements, maybe you have to have the through the fire achieve? heh

But yeah, the resistance requirement kind of sucks but its all I can think of, most prodigies have a stat requirement and something else, like "traveled outside time", or "close to the dragons"
something else you could have done representing badass resistance towards elements, maybe you have to have the through the fire achieve? heh
Re: Prodigy Idea: Brave the Elements
Sradac wrote:I went with physical to represent earth, cause a rock smacking you upside the head is pretty physical if you ask me![]()
But yeah, the resistance requirement kind of sucks but its all I can think of, most prodigies have a stat requirement and something else, like "traveled outside time", or "close to the dragons"
something else you could have done representing badass resistance towards elements, maybe you have to have the through the fire achieve? heh
Not all prodigies need to have elaborate requirements imo. Being "close to the dragons" means being a wyrmic, nothing more. Resistances and resistance caps are quite universal so I see no need to complicate things further by imposing additional hoops to jump through. You made it to level 40, congrats, have a cool new ability! That works for me.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Prodigy Idea: Brave the Elements
I like the idea; we need more prodigies anyway.
Either that, or raising the resistance caps even higher. But raising resistances as well is probably better.supermini wrote:Just raising the resistance caps is too weak for a prodigy. So, how about +10% resistance and resistance cap for cold, fire, lightning, and acid (or arcane, whatever fits better)?
True, but the resistance requirement does make sense thematically. I believe needing 70% resistance to just one of the elements would be a good compromise.supermini wrote:How about the only req. for the ability is 50 con? If someone wants to use it with 20% resistances, why not? Asking for 70% in 4 elements is just going to lead to gear swapping nonsense which there's too much of anyway.
Die early, die often.
Re: Prodigy Idea: Brave the Elements
How about having 5 levels of Thick Skin?5k17 wrote:True, but the resistance requirement does make sense thematically. I believe needing 70% resistance to just one of the elements would be a good compromise.supermini wrote:How about the only req. for the ability is 50 con? If someone wants to use it with 20% resistances, why not? Asking for 70% in 4 elements is just going to lead to gear swapping nonsense which there's too much of anyway.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Prodigy Idea: Brave the Elements
That would work, too, but then it would be more logical for the prodigy to raise resistance to all.supermini wrote:How about having 5 levels of Thick Skin?5k17 wrote:True, but the resistance requirement does make sense thematically. I believe needing 70% resistance to just one of the elements would be a good compromise.supermini wrote:How about the only req. for the ability is 50 con? If someone wants to use it with 20% resistances, why not? Asking for 70% in 4 elements is just going to lead to gear swapping nonsense which there's too much of anyway.
Die early, die often.
Re: Prodigy Idea: Brave the Elements
Been idly ruminating on this idea for a bit, and I figured I'd throw it out. Why not do something interesting?
Here's the basic idea. A passive talent akin to resolve, that adds 5% resistance to whatever elemental* damage you take first this turn. This resistance lasts somewhere in the range of 3-6 turns, maybe 10 on the outside, but every turn you take appropriate damage, you get an additional 5% resistance of the type taken and the duration resets.
Resistances from this talent stack infinitely, and at certain breakpoints starts giving additional effects. So, say at 25% resistances stacked up for a particular damage type (five turns of taking the same type of damage while managing to keep the buff going), your resistance cap for that type temporary goes straight to 100% until the buff wears off. At 50% stacked resistances (ten full turns), you start gaining affinity to the damage type at something like a 5:1 ratio (so a percent of affinity for every additional stack past ten).
I'd probably say prevent self damage from triggering the effect, though. If you were looking to massively overpower the talent, you'd let it accrue more than one stack per turn
*Let's go with something appropriate to the character; fire, cold, lightning, acid if you have no non-stamina talents, then varying additions to that if you do, probably based on metaclass in most cases. A chronomancer would add temporal, ferex, while an antimagic character would have all the major arcane damage types, but not, say, nature or mind. The psionicists would get mind, the afflicted mind and darkness, wilders nature, etc., so forth.
Here's the basic idea. A passive talent akin to resolve, that adds 5% resistance to whatever elemental* damage you take first this turn. This resistance lasts somewhere in the range of 3-6 turns, maybe 10 on the outside, but every turn you take appropriate damage, you get an additional 5% resistance of the type taken and the duration resets.
Resistances from this talent stack infinitely, and at certain breakpoints starts giving additional effects. So, say at 25% resistances stacked up for a particular damage type (five turns of taking the same type of damage while managing to keep the buff going), your resistance cap for that type temporary goes straight to 100% until the buff wears off. At 50% stacked resistances (ten full turns), you start gaining affinity to the damage type at something like a 5:1 ratio (so a percent of affinity for every additional stack past ten).
I'd probably say prevent self damage from triggering the effect, though. If you were looking to massively overpower the talent, you'd let it accrue more than one stack per turn

*Let's go with something appropriate to the character; fire, cold, lightning, acid if you have no non-stamina talents, then varying additions to that if you do, probably based on metaclass in most cases. A chronomancer would add temporal, ferex, while an antimagic character would have all the major arcane damage types, but not, say, nature or mind. The psionicists would get mind, the afflicted mind and darkness, wilders nature, etc., so forth.
Re: Prodigy Idea: Brave the Elements
Getting increased resistances in return for having increased resistances is silly. 70% resist is huge anyway.
@Frumple: That sounds like a really crappy deal for some classes. Also not very practical, considering how many types of damage you can take in any given turn.
I think a powerful resistance-based prodigy isn't a bad idea, just tough to balance. Tying it to Thick Skin seems logical. Maybe taking said prodigy could lock out the body armor slot, or only allow light armor. ("Abnormally Thick Skin") It kind of has a "cursed" flavor to it.
@Frumple: That sounds like a really crappy deal for some classes. Also not very practical, considering how many types of damage you can take in any given turn.
I think a powerful resistance-based prodigy isn't a bad idea, just tough to balance. Tying it to Thick Skin seems logical. Maybe taking said prodigy could lock out the body armor slot, or only allow light armor. ("Abnormally Thick Skin") It kind of has a "cursed" flavor to it.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Prodigy Idea: Brave the Elements
A point, of sorts, there. Maybe just cut it to one increase per turn, but from as many unique sources as you get hit by. So you steadily become more resistant to stuff you're actually bulling through, just... y'know, not becoming instantly invulnerable due to them having half a dozen separate sources of fire damage or somethin'. I'd still say limit it a bit via metaclass or whatev', just to make it so it's not flat out a total improvement over resolve or premonition, though.