Resists and abilities.
There was a recent discussion about immunity to confusion effect and should resist chaos have it or not. I think Eddie made a suggestion that *no* resistance should act as immunity to any effect unless the source of the attack is same element as resist. IE. no stunning immunity from resist sound against impact, no confusion immunity from resist confusion against chaos, no blindness immunity against light from dark (which is how it is now).
I also think that "resistance" means there is elemental attack form that causes damage which the resistance protects, which puts also fear out of resistance category.
So I propose:
Move confusion from resistance to ability.
Move blindness from resistance to ability.
Move fear from resistance to ability.
Either add stunning resistance to ability or not, you can leave stunning from plasma, impact and gravity as unresistable side-effect or remove stunning from those elements.
Remove confusion as elemental attack. Remove monsters that attack using only that: Giant bronze dragon fly, Baby bronze dragon, Young bronze dragon, Mature bronze dragon, Ancient bronze dragon and Great Wyrm of Perplexity and change attack to chaos for rest that need changing. Remove Bronze DSM.
Items that have random resistance:
Bodyarmor: Elvenkind, permanence
Cloak: Aman
Shield: Elvenkind, Preservation
Items that have random ability:
Headgear: Magi, Lordliness
Cloak: Magi
Melee-weapons: Blessed, Gondolin, *slay evil*
Bows: Lothlorien
For random resistances you have only three slots to choose for resist that you want, and usually you want rConf to be one of them. For random abilities you have four slots and only one is overlapping with random resistances. That means more possibilities to get what you want.
Also:
For random abilities what do you seek? ESP, FA (very common), SI (very common), regen (not needed, but nice to have), HL (not needed) (, slow dig, lite, feather fall). That means that usually you look for ESP and pretty much ignore rest. For resistances you seek rPoison, rConfusion, rBlindness, rNexus, rSound, rDisen, rShards (, dark, lite, chaos, nether, fear). I'd say it is pretty hard to get 7 resistances using only three slots.
Three out of that category leaves four that you still want. Three more to abilities makes three abilities to look for, maybe four (I'd much rather have rFear than feather fall or extra lite)
I think that balances what you want and can have a bit. There are total 16 resistances and 8 abilities. This change would make that 13 resistances and 11 abilities.
Comments?
There was a recent discussion about immunity to confusion effect and should resist chaos have it or not. I think Eddie made a suggestion that *no* resistance should act as immunity to any effect unless the source of the attack is same element as resist. IE. no stunning immunity from resist sound against impact, no confusion immunity from resist confusion against chaos, no blindness immunity against light from dark (which is how it is now).
I also think that "resistance" means there is elemental attack form that causes damage which the resistance protects, which puts also fear out of resistance category.
So I propose:
Move confusion from resistance to ability.
Move blindness from resistance to ability.
Move fear from resistance to ability.
Either add stunning resistance to ability or not, you can leave stunning from plasma, impact and gravity as unresistable side-effect or remove stunning from those elements.
Remove confusion as elemental attack. Remove monsters that attack using only that: Giant bronze dragon fly, Baby bronze dragon, Young bronze dragon, Mature bronze dragon, Ancient bronze dragon and Great Wyrm of Perplexity and change attack to chaos for rest that need changing. Remove Bronze DSM.
Items that have random resistance:
Bodyarmor: Elvenkind, permanence
Cloak: Aman
Shield: Elvenkind, Preservation
Items that have random ability:
Headgear: Magi, Lordliness
Cloak: Magi
Melee-weapons: Blessed, Gondolin, *slay evil*
Bows: Lothlorien
For random resistances you have only three slots to choose for resist that you want, and usually you want rConf to be one of them. For random abilities you have four slots and only one is overlapping with random resistances. That means more possibilities to get what you want.
Also:
For random abilities what do you seek? ESP, FA (very common), SI (very common), regen (not needed, but nice to have), HL (not needed) (, slow dig, lite, feather fall). That means that usually you look for ESP and pretty much ignore rest. For resistances you seek rPoison, rConfusion, rBlindness, rNexus, rSound, rDisen, rShards (, dark, lite, chaos, nether, fear). I'd say it is pretty hard to get 7 resistances using only three slots.
Three out of that category leaves four that you still want. Three more to abilities makes three abilities to look for, maybe four (I'd much rather have rFear than feather fall or extra lite)
I think that balances what you want and can have a bit. There are total 16 resistances and 8 abilities. This change would make that 13 resistances and 11 abilities.
Comments?
Comment