Resistance Penalties (and a league to test them!)

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Xendran wrote:
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dime wrote:
Why aren't resistances just tallied up like armor points?

Then the level zone you're in modifies the percentage resistance.

That way you need to stack resistance points, but you never go negative.


This has been suggested a million times, and the only reason i can think of for it not being in the game is laziness.

I can think of another reason: they want to keep it intuitive. But... maybe it would be intuitive anyway.
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dime wrote:
Why aren't resistances just tallied up like armor points?

Then the level zone you're in modifies the percentage resistance.

That way you need to stack resistance points, but you never go negative.


This actually seems kinda cool.... (1-zonelevel/1.5)*(player resists)=final resists. So in a level 40 zone, mid ruthless a player with 75 resists would be dropped down to 55, and it would take about 100 all resist to reach the cap, the equivalent of a 27 resists penalty. A player in level 60 zone would get dropped down to 45, and would require 125 all resist to end up at 75%, a 50% penalty. 70 zone (easiest of the maps) would require about 140 all resist to equal 75% final, a 65% penalty. And level 79 zone (end of the maps) would require about 160 all resist to reach the 75% cap, for a grand total of an 85% penalty.

Of course, the number could be tweaked a little bit, but to me this sounds like a much smoother, and less punishing system. At higher levels of gameplay your resistances are reduced to about two thirds or a half of what they normally are, but you're never in the negative.
Another issue I see is that resistance rings, used throughout the game, are based around ilvl 12 rings. 20-30% base stat. Does anything else in the game behave like this? Belts and amulets sort of do I guess. I realize you can get higher level stats on these basic rings later, but why aren't there higher level base resistance rings without relying so much on magic modifiers to grant increased resistances? No one uses base lvl 12 armor and wastes alchemy orbs on them.

What if higher ilvl rings were introduced, that have 2 sets of base stats of resistances. So one ring will give a base fire and a base cold resistance, before any magic modifiers.

Regarding resistance percentages, I think the "percentage" notion needs to be dropped in favor of "resistance points" -- when you get new armor it is not measured by a percentage, because in higher level zones it is not as effective at damage reduction.
IGN @dime
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dime wrote:
Regarding resistance percentages, I think the "percentage" notion needs to be dropped in favor of "resistance points" -- when you get new armor it is not measured by a percentage, because in higher level zones it is not as effective at damage reduction.


This and the suggestion to make resistances tally up like armour points is simply making resistance into exactly the same mechanic as armour is for physical damage.

To me, that is not exciting at all.
Only positive I can see is making passive investment into resistances actually helpful. Other than that, not a fan. It was dumb in D2 as well and the reasoning here seems to be, aside from the painfully obvious D2 fanservice, making resistances as proportionally large to characters of differing levels. I don't see why that is an admirable goal. As I level up, flat requirements should be easier to meet. That is a good way for a character to feel stronger.

But who am I kidding, it was in D2; it'll be here.
Ancient and unwise, SSF only since 2012
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duolc wrote:
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dime wrote:
Regarding resistance percentages, I think the "percentage" notion needs to be dropped in favor of "resistance points" -- when you get new armor it is not measured by a percentage, because in higher level zones it is not as effective at damage reduction.


This and the suggestion to make resistances tally up like armour points is simply making resistance into exactly the same mechanic as armour is for physical damage.

To me, that is not exciting at all.

I know a game with physical resistance where types of armour were distinguished by ratio of magic:physical resistance. It was so exciting! Alright, just kidding. It was moderately exciting. But when talking about % resistance, I'm not really excited more. Kinda the same, some numbers.

But the resistance formula doesn't have to be very same as armour formula where high damage spikes are not really mitigated much. And for a better balance, the cap for damage mitigation can stay at 75%. Oh it could be done. But won't :)
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Chris wrote:

And yes, I don't think players die enough ;)


Did you even watch the last one week HC race?

Tell that to EVERY melee character I have ever made.....

Fuck melee, ranged 4 life.
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dime wrote:
Why aren't resistances just tallied up like armor points?

Then the level zone you're in modifies the percentage resistance.

That way you need to stack resistance points, but you never go negative.
Being able to go negative is a big part of this. If they didn't want that to happen, they would just cap it.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
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Ascendic wrote:
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Chris wrote:

And yes, I don't think players die enough ;)


Did you even watch the last one week HC race?

Tell that to EVERY melee character I have ever made.....

Fuck melee, ranged 4 life.


melee is slow to start because you need certain stats even if they are hard to get but once they get rolling they are pretty hard to get the best of.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
i'd lke to point out if they were to make it a percentage system for resists it would be near impossible to get the max resists...

Flat percentage
requires 150% to have max at merciles 150%-75%=75%

Percentage based
let's say you lose 75% of your resist at merciless.
you would need 300% to be at the normal max! 300(1-.75)= 75%
So many build ideas... no time....

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