Resistance needs to be converted to resistance rating

For armor, its quite noticeable that your gear gets outdated once you proceed a few levels, since you start taking a lot more physical damage again.

This allows for easy balancing, since you can adjust the armor to damage reduction ratio in addition to adjusting enemy damage in order to balance specific aspects of the game.

This makes it easy for the developers to make content harder, without making it impossible, since players just need to find better gear to further proceed.

For magic damage, this isnt the case, and its quite noticeable.
Once you get decent resistances, you are basically covered for the rest of the game, since they arent diminishing ever.

This makes it harder to balance the magic damage aspect of enemies, because you cant just suddenly make them one shot people with maxed resistances (otherwise what are they supposed to do?), but you cant make them deal any less damage either, because otherwise they become trivial.

This in itself, makes magic damage enemies trivial, because GGG actually has to balance them around the knowledge that people will face them with maxed resistances, because its so easy to max out on resistances.

I am already maxed out on resistances, even though i have crap ass gear.
15% from endurance charges, 23% from flasks, rest from gear.
I can stay maxed out on them for the rest of the game, which basically means magic enemies will never be a problem again.

This makes it incredibly hard for GGG to actually put in challenging magic damage dealing enemies, while it seems to be so easy for physical damage enemies.


Diablo 2 tried to circumvent this by decreasing the players´ magic resistance by a fixed amount for each new difficulty level.
Thats just bad design, and everyone knows it.

Imo GGG should start experimenting with resistance rating before we go into open beta, so they can fine tune the resistance rating values and their ratio with which they translate to actual resistance.

The earlier you get this inevitable problem (that is going to arise, sooner or later) out of the way, the better i say.
If you dont do it now, you will have to use stupid mechanics later on (because at that stage, it would be too big of a change to go from resistance to resistance rating), just like Diablo 2 was forced to do.

Dont make that mistake.
Put in some thought now, so you dont have to put in thought for every new content you release.
Last edited by gh0un#3019 on May 12, 2012, 3:22:14 AM
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gh0un wrote:

Diablo 2 tried to circumvent this by decreasing the players´ magic resistance by a fixed amount for each new difficulty level.
Thats just bad design, and everyone knows it.


LOL. Its good design and i hope that GGG will introduce res penatly in PoE too.
Decrease resists curse (give it to mobs) and aura (on boses) will also make game more challenging without:

"Whats you Fire Res m8? 5658466,5 Fire Rating lol"

BIG NO to rating resists, percentages are classic and you have sosmething to achieve (MAX)
Last edited by Kabraxis#1526 on May 12, 2012, 7:47:31 AM
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gh0un wrote:
This makes it incredibly hard for GGG to actually put in challenging magic damage dealing enemies, while it seems to be so easy for physical damage enemies.


Have you even played past the beach zone since the latest patch?

There has been outcries that the game is too difficult now due to monsters gaining skills (which gain elemental damage) and the like, I think they have done a great job of making resists much more important than they were before

This being said, good work for getting your resists sorted, but youre going to need to upgrade your armor, upgrade your flasks, and make sure you keep those too, so there is a need search out resists on your new gears

Having max resists doesnt mean you wont take magical damage, you will resists the effects such as burning, freezing, shock, etc, but you will still take a buttload of damage from powerful magic heroes
IGN: shredR
I'd say resistance as a rating stat rather than a percentage is worth looking into, for the reasons stated by OP.
i concur with OP, currently maximizing resistances is no big deal, also not a big sacrifice since many resistance mods are quite common.

I have actually asked for resistance penalty D2 used in past, but didn't get a precise answer what devs thinking about it either.

OP stating a mechanic such as defense, and not percentage, which i think it would be more a solid system to balance things out there compared to percentage type system.
"This is too good for you, very powerful ! You want - You take"
Elemental damage is currently too strong comparably, and resistance is thus too strong as well. It feels like a requirement to have high resists to survive against any casting monsters. If that's intentional, the current design is fine. If it's not, I could see rating working well with elemental damage being toned down slightly.
Ancient and unwise, SSF only since 2012
A successful elemental rating system will allow for not only late-game balancing and making elements more of a threat, but also early-game balancing and making elements less of a threat, if such a thing is deemed necessary. If it works, it allows for greater control all around.
I'm going to say no. I don't want to have to stop and calculate how much 1235444 fire resistance means in percentage. If I look at my character sheet and it says 30% fire resistance, I know that's 30%. I can look at a piece of gear and see that it's 5% lightning resist.

That's easy to understand. I don't want to find gear that says "123 resist rating", because that means NOTHING to me.

Keep it simple.
PoE is Diablo 3
Diablo 3 is Torchlight 2
Torchlight 2 is Fate 5
i dont know what is better. rating or fixed percantage values.


if fixed percentage are better, why not change armour-calculation?

if rating (that is converted to a percentage depending on level/damage whatsoever) is better, why not change resistances to rating like armour?


one should also take into account, that nearly every "elemental-shot" (fireballs and ice..things , dunno the names...) is easily avoidable by walking. even with negative runspeed-% (unless you sitting at the face of the caster...)


the resistance-mechanics are somewhat unique compared to armour/avoid(partially)/accuracy
i'm not that unhappy with the way it works now. because everybody understands it.
but i think a lot of people dont understand how physic.-damage-reduction really works, beacuse the UI is missleading and its a little bit more complicated than elemental-resistances.
making elemental-resistance more "balanced" (whatever this means) will, i think, result in a lower understandability, which is also very important!
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notevenhere wrote:
I'm going to say no. I don't want to have to stop and calculate how much 1235444 fire resistance means in percentage. If I look at my character sheet and it says 30% fire resistance, I know that's 30%. I can look at a piece of gear and see that it's 5% lightning resist.

That's easy to understand. I don't want to find gear that says "123 resist rating", because that means NOTHING to me.

Keep it simple.


Sorry but your post is full of shit, because:

What you are describing is exactly how current armor works.
If an armor says 100 armor, you have absolutely no clue about how much damage reduction 100 armor grants, unless you look into your character sheet.

Im pretty sure you dont calculate anything when you are picking up equipment with armor on it, and the same will be true for resistance stuff.
The new item has more rating than my old? Equip it.
Its straightforward.

The change would give GGG a lot more control over early game magic damage, aswell as late game magic damage.


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A successful elemental rating system will allow for not only late-game balancing and making elements more of a threat, but also early-game balancing and making elements less of a threat, if such a thing is deemed necessary. If it works, it allows for greater control all around.


Exactly that is the point, yes.
Last edited by gh0un#3019 on May 12, 2012, 10:53:50 AM

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