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Old July 7, 2016, 00:22   #1
Ingwe Ingweron
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Regarding Temporary Resist indicators

An argument for Temporary Resist indicators to also be shown when @ has immunity.

When @ acquires a standard resistance, there is no indicator on the screen, and that seems fine. Players should be trying to cover the standard resistances in the ordinary course. When @ has a temporary resist, an indicator is shown on the screen. This also seems reasonable and helpful as player may need to know a resist is covered (especially double resisted) when deciding to go into certain fights. In my opinion, immunity should also cause the temporary resist indicator to be shown. It seems to me that (1) immunity is inclusive of the temporary resist, and (2) I forget that the resist is covered and waste time, spells or consumables to double resist when it is absolutely unnecessary.
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Old July 7, 2016, 22:56   #2
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I see your point, but my first reaction is that would be more confusing. That area is for temporary conditions of all types, and is probably most important for things like confusion and stunning - including permanent equipment properties would muddy the waters IMHO.
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Old July 7, 2016, 23:43   #3
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I still vote for showing your base four resistance coverage in the sidebar under your stats, with an indicator something like this:

Code:
             
 rAcid  None 
 rElec  x1/3 
 rFire  x1/9 
 rCold  **** 
             
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Old July 8, 2016, 00:56   #4
Ingwe Ingweron
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Quote:
Originally Posted by Nick View Post
I see your point, but my first reaction is that would be more confusing. That area is for temporary conditions of all types, and is probably most important for things like confusion and stunning - including permanent equipment properties would muddy the waters IMHO.
With Immuity Fire, for example, isn't the temporary rFire always covered and thus the indicator should always be on?
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Old July 8, 2016, 02:16   #5
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Quote:
Originally Posted by Ingwe Ingweron View Post
With Immuity Fire, for example, isn't the temporary rFire always covered and thus the indicator should always be on?
IMO that's a pretty unintuitive leap. If I see a status light i expect it means "watch this thing because it's going to go away soon."
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Old July 8, 2016, 02:36   #6
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This is reasonable. I'd like to see sustained stats on the main screen done in dark green, if they are not drained.

Quote:
Originally Posted by Nomad View Post
I still vote for showing your base four resistance coverage in the sidebar under your stats, with an indicator something like this:

Code:
             
 rAcid  None 
 rElec  x1/3 
 rFire  x1/9 
 rCold  **** 
             
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Old July 8, 2016, 05:32   #7
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Quote:
Originally Posted by Nick View Post
I see your point, but my first reaction is that would be more confusing. That area is for temporary conditions of all types, and is probably most important for things like confusion and stunning - including permanent equipment properties would muddy the waters IMHO.
Show "Fire" (etc.) for double-res and "FIRE" for immunity? (Or "*Fire*", or "*FIRE*", or...)
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Old July 9, 2016, 16:17   #8
Tibarius
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resistance information

I do think the current color codes suggests the player to make false assumptions. The main question is - can it kill me with one attack (breath).
So even if i have resistance fire from equipment and face a Great Wyrm of Hell (which can breath for 1600) this could kill me if i have less than 533 HPs. Currently the monster recal information would show the fire breath in yellow color (because i got one resistance), but actually it should show read - because it can one hit kill @. Yellow color if it cannot one-hit kill you. Green color if you are immune or take only minor damage like <=10% of current(!) HPs.

That's my thoughts on color codes and danger-levels.

For me the current system with temporary and permanent resistance show in the character screen is ok. What is very confusing is - that the amount of damage taken IF you resist varies very much from element to element. I think it would make sense to make that equal for all elements (or is there a reason the resistance works differently on the available elements?).
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Old July 9, 2016, 17:05   #9
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The higher elements have lower damage because it is much harder to cover them all with a resist, and because the basic 5 are so much more common. You pretty much have to assume that any breather can do 400-550 damage unresisted; single resist for cold, fire, or elec mean 533 damage; for acid (with all armor slots covered) and poison, it means 266. Further, resistance for the higher elements is less effective for the same reason: the base damage is lower.

Rule of thumb: the higher the damage, the easier a resistance is to get.
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Old July 9, 2016, 23:03   #10
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Quote:
Originally Posted by Tibarius View Post
What is very confusing is - that the amount of damage taken IF you resist varies very much from element to element. I think it would make sense to make that equal for all elements (or is there a reason the resistance works differently on the available elements?).
Yes, the high resist system should at least be simplified.
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