Raise non-physical individual resistance caps

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Steven Aus
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Raise non-physical individual resistance caps

#1 Post by Steven Aus »

Can caps on individual resistances other than physical be raised? Some skills reduce resistance, and so does resist penetration. Normally more than 100% resistance for an element is not needed, but in the case of skills that reduce resistance and resistance penetration it would make sense to allow a higher cap than 100%. The overall cap can currently be higher than 100%, but not the individual resistance cap.

jenx
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Re: Raise non-physical individual resistance caps

#2 Post by jenx »

In this game, whatever we get, npcs get too.

So I'm not sure about this change, for that reason.

A necklace ego raises caps for all elements, don't know it's name though.
MADNESS rocks

ghostbuster
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Re: Raise non-physical individual resistance caps

#3 Post by ghostbuster »

I completely agree with Jenx. NPCS already have a res cap of 100% (instead of 70%). And in the higher difficulties you DO encounter NPCs with 100% resist all. With resist pen, it is difficult, but doable. But 150% resist all? 200%???

Only protective amulets (and maybe some artifacts) raise your resist all cap.
And some randarts or artifacts may individually raise a specific cap (light, fire, etc). And a couple of talents, too, IIRC.

Atarlost
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Re: Raise non-physical individual resistance caps

#4 Post by Atarlost »

ghostbuster wrote:I completely agree with Jenx. NPCS already have a res cap of 100% (instead of 70%). And in the higher difficulties you DO encounter NPCs with 100% resist all. With resist pen, it is difficult, but doable. But 150% resist all? 200%???

Only protective amulets (and maybe some artifacts) raise your resist all cap.
And some randarts or artifacts may individually raise a specific cap (light, fire, etc). And a couple of talents, too, IIRC.
If NPCs already get a different cap from PCs changing the PC cap does not mean increasing the NPC cap.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

bpat
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Re: Raise non-physical individual resistance caps

#5 Post by bpat »

Maybe instead you could have a buffer to handle resistance penetration. Like you could have 80% raw fire resistance, which is 70% effective against enemies with 0% resistance penetration and 40% against enemies with 50% resistance penetration, up from the 35% it would be with the current system. Any bigger buff than that could easily be too strong, 70% resistance cap is already really high and it can be increased higher with items.
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Atarlost
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Re: Raise non-physical individual resistance caps

#6 Post by Atarlost »

bpat wrote:Maybe instead you could have a buffer to handle resistance penetration. Like you could have 80% raw fire resistance, which is 70% effective against enemies with 0% resistance penetration and 40% against enemies with 50% resistance penetration, up from the 35% it would be with the current system. Any bigger buff than that could easily be too strong, 70% resistance cap is already really high and it can be increased higher with items.
70% is really low, actually. NPCs have no cap. Most games in the Angband lineage have 100% immunity for at least the common elements and when ToME 2 was written resistance was 67% stackable between temporary and permanent sources for 89%.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

bpat
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Re: Raise non-physical individual resistance caps

#7 Post by bpat »

70% is plenty high. Unless you're facing someone with high resistance penetration (30% or higher), you should never die to anything you have 70% damage resistance against. The only reason Phase Door Runes don't make you effectively immortal is because some rare with Uttercold or Total Thuggery will still do decent damage. Enemies with 50% resistance penetration will still have their damage reduced by over a third, which is a fair amount, and enemies with that high resistance penetration are rare.
My wiki page, which contains a guide and resource compilation and class tier list.

Atarlost
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Re: Raise non-physical individual resistance caps

#8 Post by Atarlost »

bpat wrote:70% is plenty high...Enemies with 50% resistance penetration will still have their damage reduced by over a third, which is a fair amount, and enemies with that high resistance penetration are rare.
That's only 4% higher than the basic resist level historically when resistance penetration wasn't even a concept that anyone had contemplated. Any cap at all is low for a roguelike, particularly when you have to stack from so ridiculously many sources to hit it. People still managed to die.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

bpat
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Re: Raise non-physical individual resistance caps

#9 Post by bpat »

Late game Phase Door + Wild will cause you to hit the resistance cap. Hitting the 70% cap is very easy to do with just Phase Door, Thick Skin, and some items. In EoR I got to 70% with items, MIB, and Pain Suppressor Salve. I could easily pass 100% to all if I build for it.
My wiki page, which contains a guide and resource compilation and class tier list.

Atarlost
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Re: Raise non-physical individual resistance caps

#10 Post by Atarlost »

bpat wrote:Late game Phase Door + Wild will cause you to hit the resistance cap. Hitting the 70% cap is very easy to do with just Phase Door, Thick Skin, and some items. In EoR I got to 70% with items, MIB, and Pain Suppressor Salve. I could easily pass 100% to all if I build for it.
You're balancing solely for madness again.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

bpat
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Re: Raise non-physical individual resistance caps

#11 Post by bpat »

Atarlost wrote:
bpat wrote:Late game Phase Door + Wild will cause you to hit the resistance cap. Hitting the 70% cap is very easy to do with just Phase Door, Thick Skin, and some items. In EoR I got to 70% with items, MIB, and Pain Suppressor Salve. I could easily pass 100% to all if I build for it.
You're balancing solely for madness again.
And you are making things up again. I have literally never made a Madness character. I'm tired of you saying in every thread that balancing for high difficulties is bad without actually understanding said difficulties at all, because I feel like a broken record explaining how balance is similar on all difficulties. The problem is the people who don't realize that are people who don't play anything past Normal and trying to explain that Insane isn't all that different (it's just more punishing) feels like talking to a wall sometimes because people are stuck thinking that you have to play like a machine to beat Insane when that is definitely not the case.

Also it seems like you don't realize how easy it is to hit the resistance cap if you build for it on Normal. All you need is Phase Door + Wild or Phase Door + Thick Skin + Guardian of the Wood, and Writ Large or Timeless gives this crazy uptime. On Insane it's the same except replace Wild with Thick Skin because your Phase Door is probably around 55% instead of 45%.

I'm not balancing for high difficulties, I'm just balancing with the expectation that players will try to use good builds over bad ones, and if the resistance cap is increased, then resistance stacking will be the new build for all classes. If the cap goes from 70% to 80%, then that last 10% reduces incoming damage by a third. Players will be pretty much unkillable by anything without high resistance penetration.
My wiki page, which contains a guide and resource compilation and class tier list.

Tryble
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Re: Raise non-physical individual resistance caps

#12 Post by Tryble »

At base 80% resist non-phys resist, Liches with a protection amulet can hit 100%~102% resist in everything except physical.
Everyone else could get possibly 87%, which is crazy. Better start packing 2 phase + 2 wild. Taking about 1/8th damage from everything before respen (of which a number of sources which are dispel-able) is no joke.
Pronounced try-bull, not tree-bell

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