NeilStevens: Regardless of what the engine will support, regardless of what certain other games do, to me it's clear that ToME ought to keep the fairly simple resistance system it already had. Once you explain how temporary and permanent resistances of elemental damage work, you've basically explained the whole system*.

So anyway, what resistance levels should be granted to what damage types? I'm in favor of keeping the same values for the elementals, but beyond that I have no idea.

Element

Single Resist

Double Resist

Cap

Fire

66%

89%

5000

Cold

66%

89%

5000

Acid

66%

89%

5000

Electricity

66%

89%

5000

Pure

--

--

--

Poison

??

--

??

Valinorean Fire

??

--

??

Darkfire

??

--

??

Confusion

??

--

??

Sound

??

--

??

Light

??

--

??

Dark

??

--

??

Slash

**

--

--

Crush

**

--

--

Pierce

**

--

--

*Well, there is the matter of randomized resistance amounts, but I'm yet ambivalent on those, so arguments on that welcome.

KhymChanur: Hmmm, aren't Valinorean Fire and Darkfire replacements for T2 damage types which were supposed to be unresistable?

And for 'cap', do you mean the maximum that a non-ordinary single resist can be? The max that a double resist can be, regardless of the values of the base resists? If the player can get immunity to that damage type?

Orvin: Should the resistance levels for different damage types actually be different, or should it just be that objects granting resistance to different damage types should have different rarity, spells different level/cost, etc.?

NerdanelVampire: I think the cap is supposed to be the maximum amount of damage the element can ever do. ToME 2 (and Vanilla, etc.) has such a thing: 1600 hp for the four basic elements, less for the rest. I would certainly like to be able to tweak this for Zothiqband, as characters there have fewer hitpoints than in the ToME module.

RavenRed: Wasn't sure that stuff like Shards and Time were going to carry over. I assume the "double resist" is the system as it now stands (just seems slighyly high compared with immunity)? Anyway, I more or less think that the rarer damages should have comparable resists to the Base elements, although it might be an idea to lower the "double-resist" for these rarer types to ensure they're even deadlier (including rarity of resist).

FedericoOdorizzi: The single resist for the basic elements is 2/3 and the double resist is 8/9, right? (I'm asking for 2/3 is usually written as 67%, not 66%) Then, as fractions are more precise than percentages, wouldn't be better to use them instead?


NeilStevens: To whoever added all the extra damage types: You're misinformed, sorry. I pulled the final damage type list here from a prior discussion that set the damage type list. And that list came from DG via RavenRed, so I consider it authoritative until DG says he changed his mind.


NeilStevens: As for the combat damage types, I'm proposing they have no cap. I also think pure should be uncapped.

Developers Corner/Resistance values (last edited 2007-01-09 17:25:40 by FedericoOdorizzi)