Resistances cumulative?

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  • grassy
    Rookie
    • Dec 2009
    • 21

    Resistances cumulative?

    If I have more than 1 item offering resistance will I have more resistance? Also - if I have all resistances, is there a benefit to using Scab's resistance spell?
  • Napsterbater
    Adept
    • Jun 2009
    • 177

    #2
    No and yes. Temporary resistance from potions and spells stacks with resistances conferred by armor and weapons. But multiple sources of temp resistance don't stack with each other and neither do multiple pieces of weapons and armor with resistance.
    This thread, it needs more rage. -- Napstopher Walken

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #3
      You can get one resist from your equipment, and a second resist from potion, scrolls, or spells. Additional resists are worthless. I think.

      1 resist = 66%, 2 resists=88%. I think.
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #4
        Originally posted by buzzkill
        You can get one resist from your equipment, and a second resist from potion, scrolls, or spells. Additional resists are worthless. I think.

        1 resist = 66%, 2 resists=88%. I think.
        furthermore this only applies for fire, elec, cold and acid

        you cannot stack poison, which has a max damage of 800 and 66% from resist.

        Higher level resists (confusion, light, dark, nexus, sound, nether, shards, chaos, disenchant) have damage reduction that is randomized depending on the resist. They max out at 50% and go as low as about 15-20% reduction. They do completely block side effects.

        Comment

        • grassy
          Rookie
          • Dec 2009
          • 21

          #5
          wow - that's bad news. So even with poison resist you have a a 1/3 chance of dying from high level poisoners with hp less than 800! Pretty low odds. How'd you tackle these - or just avoid?

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            Damage from breath attacks is a third of the monster's HP, then capped based on the element. For the basic four (fire, electricity, acid, cold) the cap is 1600; for poison it's 800, and everything else is lower (IIRC nether is capped at 550 and light at 400, for example). This number is then reduced by your resistances. For the basic four and poison, resistance cuts damage to 1/3rd its normal value; thus, the maximum damage a single-resisting character can take from fire is 533 and from poison is 266.

            For all other elements, resistances cut damage by a random amount as Fizzix described.

            Comment

            • Sirridan
              Knight
              • May 2009
              • 560

              #7
              And double resisted base 4 are 177 damage. And acid is cut by 1/2 by armor. Lightning is the worst because its hard to get double resist for it. Although with scab that is a non issue.

              Comment

              • Marble Dice
                Swordsman
                • Jun 2008
                • 412

                #8
                To clarify:

                Resistance (found on gear) to acid, elec, fire, cold, and poison always reduces damage taken by 66% (reduces to 1/3). If you would normally take 600 damage from one of these five elements, with resistance you will only take 200.

                Temporary resistance from potions, activations, or spells is called opposition, and is only available for acid, elec, fire, cold and poison. It stacks multiplicatively with resistance, and also always reduces damage by 66% (reduces to 1/3). If you would normally take 600 damage from one of these five elements, with resistance and opposition you will take only 66 damage.

                Resistance (but not opposition) to other "high elements" is available, but it has a random amount of damage reduction, between 14% to 50% (reduces to 6/7 to 6/12).

                Comment

                • miyazaki
                  Adept
                  • Jan 2009
                  • 227

                  #9
                  Originally posted by Marble Dice
                  To clarify:

                  Resistance (found on gear) to acid, elec, fire, cold, and poison always reduces damage taken by 66% (reduces to 1/3). If you would normally take 600 damage from one of these five elements, with resistance you will only take 200.

                  Temporary resistance from potions, activations, or spells is called opposition, and is only available for acid, elec, fire, cold and poison. It stacks multiplicatively with resistance, and also always reduces damage by 66% (reduces to 1/3). If you would normally take 600 damage from one of these five elements, with resistance and opposition you will take only 66 damage.

                  Resistance (but not opposition) to other "high elements" is available, but it has a random amount of damage reduction, between 14% to 50% (reduces to 6/7 to 6/12).
                  What about rconf that you get from eating a certain mushroom? Is this only against confusion effects? Or does it count as 'resistance' and not stackable with armour, etc.?

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by miyazaki
                    What about rconf that you get from eating a certain mushroom? Is this only against confusion effects? Or does it count as 'resistance' and not stackable with armour, etc.?
                    This is an interesting point. Canonically only the basic 4 elements + poison allow double resist. Personally I'd favour moving to a more logical system where every element has a double resist possible (even if some of them are not available via any items). Or even an O-type system of percentage resistances (where you can stack several sources up to a cap). Not sure if Takk is up for any of this though.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • buzzkill
                      Prophet
                      • May 2008
                      • 2939

                      #11
                      Originally posted by Magnate
                      This is an interesting point. Canonically only the basic 4 elements + poison allow double resist. Personally I'd favour moving to a more logical system where every element has a double resist possible (even if some of them are not available via any items). Or even an O-type system of percentage resistances (where you can stack several sources up to a cap). Not sure if Takk is up for any of this though.
                      I was thinking this the other day. I think the FA/O resistance system is superior, but should it be introduced to Vanilla? I don't know. 'ID by use' started me wondering if Vanilla is straying from it's Vanilla roots.
                      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                      My banding life on Buzzkill's ladder.

                      Comment

                      • Marble Dice
                        Swordsman
                        • Jun 2008
                        • 412

                        #12
                        Originally posted by Magnate
                        This is an interesting point. Canonically only the basic 4 elements + poison allow double resist. Personally I'd favour moving to a more logical system where every element has a double resist possible (even if some of them are not available via any items). Or even an O-type system of percentage resistances (where you can stack several sources up to a cap). Not sure if Takk is up for any of this though.
                        Admittedly I've never played a variant with percentage resists, but I don't think I like it. There's too many resistances in Angband to balance stacking a lot of every type, without either putting very large percentages on items (in which case it's basically what we have now), or putting smaller percentages on every item (in which case I think gear selection would feel samey and watered down). Maybe you could make it work, but I like the binary resistances system where you either have it or you don't. It seems like swap items and home inventory would be more tiresome in a percentage system.

                        As for confusion being confusing, maybe you could rename the status effect to something like "dazed". The permanent effect from gear (which protects from damage and side effect as any high resist) would be rConf, and the timed effect (which protects only from the status) could be called rDaze or Clarity.

                        Comment

                        • pav
                          Administrator
                          • Apr 2007
                          • 793

                          #13
                          I played percentages years back in Ey and they were blast. Clearly better. Drop your prejudices and give it a whirl in some variant
                          See the elves and everything! http://angband.oook.cz

                          Comment

                          • RogerN
                            Swordsman
                            • Jul 2008
                            • 308

                            #14
                            I think newbies would be less frustrated by Angband's system of resistances if different terminology was used. When a newbie reads that his shiny new artifact grants "resistance" to fire and also "resistance" to nether, it's logical to assume that a similar level of protection applies to both elements. They're both called "resistance", right?

                            But if his new sword grants "repulsion" to fire and "resistance" to nether (just making up terms here), he's instantly curious what the difference is. He'll then consult the help files, and hopefully be enlightened regarding the distinction

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9636

                              #15
                              Vanilla already has percentage resistances, with the following rules:
                              1. Every resist value is 66% or 100%;
                              2. Multiple resists are multiplicative (two lots of 66% gives you 89%) but
                              3. Permanent resists don't stack.


                              The FA system merely relaxes 1 and 3.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

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