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Item resistances...


Jarno Mikkola

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You really need to re-do the whole resistance system for items, and potions.

No, the percentages can stay the same for some items, but the effect needs to be divided to cumulative(the opcodes have 0 in the first variable) and noncumulative effects(the opcodes have 1 in the first variable). So the noncumulative once will be in majority.

 

Adjust as you choose.

Boots of the North, 35% noncumulative, and 15% cumulative=50% total resistance to Cold from the item.

Boots of Grounding, 35% noncumulative, and 15% cumulative=50% total resistance to Electricity.

White Dragon Scale Armor, 50% noncumulative, and 15% cumulative=65% total resistance to Cold.

Red Dragonplate Armor, 50% noncumulative, and 15% cumulative=65% total resistance to Fire.

Blue Dragonplate Armor, 50% noncumulative, and 15% cumulative=65% total resistance to Cold. With 60% non-cumulative and 25% cumulative=85% total resistance to Electricity.

Shadow Dragon Scale, 50% noncumulative, and 15% cumulative=65% total resistance to Acid. If you decide to reinvent it. Or make up a Black...

Mage Robe of x Resistance, 50% noncumulative, and 15% cumulative=65% total resistance to x.

Corthala Family Armor, 15% noncumulative, and 15% cumulative=30% to fire and acid resistances. Don't know about the magic resistance.

Helm of Defense, 5% or 10% cumulative as it's already.

Ring of Fire Protection, 30% noncumulative, and 10% cumulative=40% total.

Ring of Fire/Air Control, 25% noncumulative, and 20% cumulative=45% total(Fire/Electricity).

Helm of the Rock 10% cumulative to all elements.

Aeger's Hide, 10% cumulative to all elements.

Harper Pin, Resistance to Electricity :D

Weapon that gives the wielder resistance bonus should really, well, not exist/your choose.

 

And the potions should do something to the noncumulative variety.

This would be good because it would make it nearly impossible to regenerate from the specified energy, but still make the armors etc. worth wearing.

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Afaik there is one very annoying trait of 'noncumulative' values - the one applied latter is the one that sets the value. Meaning you'll have to keep an eye on it and put the most resistant item on the last. For me, that's pretty much annoying.

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Afaik there is one very annoying trait of 'noncumulative' values - the one applied latter is the one that sets the value. Meaning you'll have to keep an eye on it and put the most resistant item on the last. For me, that's pretty much annoying.
Noncumulative values will override natural resistances of the creature as well, if any. Not that that is too common for party characters.
Yeah, I'm not sure such a drastical change would really be for the best...
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