I guess I really didn’t explain very well what I was thinking about doing and then when I got to looking at the numbers I changed my mind anyway.
Originally I was looking at two things;
1) Make the system simpler and easier to understand
2) Make the second resist worth something
Then once I was looking at things I decided I liked the variable resists. The benefits of the new system are that it is extremely easy to code and we don’t need to change any mechanics. It also gives us a random “cumulative-like” effect which I kind of liked, and we don’t have to change the angband code to look for a second resist which is good since I do not know how to do that. It is definitely not simpler though and does nothing about having a second resist foo.
The reason for not going with the O/FA system is I do not like how each item has a different amount of resist. I.e. You can have 5 rings of resist cold each with a varying amount of resistance. I like the vanilla implementation where you either have it or you don’t.
Part of the problem is that the max damage for the basic four is so much higher than the others that it’s difficult to find a common damage adjustment that would work for both. It will probably still need to be two separate equations
As for variable resists and having to memorize worst case scenario, in the proposed system worst case on the basic four is the same as before and for all the other elements it’s 75% of max. If you wanted to make things easier you could make those max damages the same, they are pretty similar already. This is actually quite a bit simpler than the current implementation.
Here is a list of changes I would like to see.
1) Resists should be either all variable or all fixed
2) Second resist should be worth something, only second though and it should be a nice perk not necessary for survival, and probably only if we go with fixed resists.
3) Damage reduction for the other elements should be the same across the elements
4) Possibly make max damages the same for other elements
5) Possibly make double resists not quite so powerful, currently blocks 89% of damage
I think there would be a couple ways to implement stacking resists in vanilla.
1) Rewrite the code to check for a second resist in the current equipment. Not sure how easy/difficult this would be to do
2) Give resists a Pval, perhaps limited to one or two, then we could decide whether multiple items would stack or not. This gets closer to the O/FA model which I think complicates items too much. But it would at least be visible without ‘I’nspecting an item and summing Pvals to get a total resistance would be pretty easy.
Originally I was looking at two things;
1) Make the system simpler and easier to understand
2) Make the second resist worth something
Then once I was looking at things I decided I liked the variable resists. The benefits of the new system are that it is extremely easy to code and we don’t need to change any mechanics. It also gives us a random “cumulative-like” effect which I kind of liked, and we don’t have to change the angband code to look for a second resist which is good since I do not know how to do that. It is definitely not simpler though and does nothing about having a second resist foo.
The reason for not going with the O/FA system is I do not like how each item has a different amount of resist. I.e. You can have 5 rings of resist cold each with a varying amount of resistance. I like the vanilla implementation where you either have it or you don’t.
Part of the problem is that the max damage for the basic four is so much higher than the others that it’s difficult to find a common damage adjustment that would work for both. It will probably still need to be two separate equations
As for variable resists and having to memorize worst case scenario, in the proposed system worst case on the basic four is the same as before and for all the other elements it’s 75% of max. If you wanted to make things easier you could make those max damages the same, they are pretty similar already. This is actually quite a bit simpler than the current implementation.
Here is a list of changes I would like to see.
1) Resists should be either all variable or all fixed
2) Second resist should be worth something, only second though and it should be a nice perk not necessary for survival, and probably only if we go with fixed resists.
3) Damage reduction for the other elements should be the same across the elements
4) Possibly make max damages the same for other elements
5) Possibly make double resists not quite so powerful, currently blocks 89% of damage
I think there would be a couple ways to implement stacking resists in vanilla.
1) Rewrite the code to check for a second resist in the current equipment. Not sure how easy/difficult this would be to do
2) Give resists a Pval, perhaps limited to one or two, then we could decide whether multiple items would stack or not. This gets closer to the O/FA model which I think complicates items too much. But it would at least be visible without ‘I’nspecting an item and summing Pvals to get a total resistance would be pretty easy.
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