Thread: High resists
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Old March 23, 2017, 08:36   #41
Pete Mack
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3. We leave it more or less unchanged, where resists are 'useful but not reliable', with non-random ego resists (light, dark) somewhat more powerful. Note that this list used to include sound and confusion, when they were elemental resists on crowns of serenity.

Originally Posted by Carnivean View Post
I see 2 options that make sense:

1) Remove high resists. The attacks are weird, so we can't reduce damage from them. We can keep things that prevent side effects. Cap them to a reasonable damage level.

2) We make high resists more easily calculable, more standard.

2a) We make ALL resists the same and reduce maximum damage caps for the standard 5.

If we make them more easily calculable, with a resist being 40% and a stacking resist being another 40%, then everything becomes much easier to understand.
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