Is it possible to make DR % compounding in the game engine? That way, the effects are mitigated. To take the example from your other post, let's say you have:
- Full Plate - 20
- shield -10
- helmet - 10
- KR Hardiness - 20
- Potion of Absorbtion - 20
- Armor of Faith - 20
With straight addition, you get 100. But if you compound, you get 1 * 0.8 * 0.9 * 0.9 * 0.8 * 0.8 * 0.8 = 0.33 (aproximately). With this, you effectively have 67% DR rather than 100%. I am not sure if this is at all possible with our current coding limitations with the engine, but it's something to consider. The nice thing about compounding is that effects are not so drastic when you wear just a few items. For example, 20% from full plate * 10% from shield * 10% from helmet puts you at 36% DR vs 40% with addition. But the compounding will prevent stacking to extreme levels, as the closer you get to 100, the less the payout is.
Bless you man. But I'm afraid not so close. It's playable, and I don't think coding up thieves and clerics would take much work, at least as a "preliminary" releases. Bards could take some while, and I have no idea about mages.
Sure, no problem if it isn't close. I will just set up a multi-install instance and run the basic setup (BGT + critical fixes + SCS + KR). I can also test with all 3 *R installed if that's recommended. If I can get a PM with the latest beta link, I can get started.