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CFPlayer4108Mon 30-Sep-13 07:20 AM
Member since 30th Sep 2013
2 posts
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#51862, "Hidden Resistance Effects?"


          

I love Zulg's change to make resistance more transparent via 'score damage', however now I'm confused sometimes when things I expect to show up there don't.

For example, the petrify flesh helpfile says some resistance to all attacks...yet nothing shows up in score damage after it's cast on me. Nothing ever shows up with stone skin, either. Is stone skin just -AC? Is petrify flesh acting like a mini-sanc?

It kind of seems like damage reduction stuff falls into three categories:

-Decreases AC (what does this do, make hits not land?)

-Adds resistance that shows up in score damage

-Blanket DR that decreases ALL incoming attacks regardless of type (this is how sanc and A/B/S work, right?)

1) Can you please confirm that and explain how they work together?

2) Also, I already used up my one helpfile wish...but I think a top level "damage reduction" that explains the roadmap to the various types would help newbies a lot. Alternatively...come up with a standard way of saying things...it seems like "resistance" should hint at type #2 up there, while maybe the A/B/S and Sanc and Petrify Flesh (if that's how it works) should say something like 'reduces damage taken by X% (note, I really appreciate that sanc and protection helpfile give these specifics).

3) Along the lines of Zulg's change to score damage, I think it would be AWESOME if there was a line that showed your cumulative damage reduction (my type #3, if I'm understanding correctly). Like:

Bash : Normal
Slash: Normal
...
Drowning: Vulnerable -33%
...etc.

ADDITION: Damage Reduction 50%

  

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VilhazarogTue 01-Oct-13 12:49 PM
Member since 30th Aug 2012
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#51886, "RE: Hidden Resistance Effects?"
In response to Reply #0


          

You'd think it'd be this simple, but it isn't.

There is a function called 'damage' and this is where all damage is calculated. This function is thousands of lines long. In it hundreds of variables are taken into account every single time some one takes any kind of damage at all.

So there is sanc, protection, a/b/s...

But there are also (for both the attacker and the victim!):
resistances
edges
terrain
class
weapon damage
weapon type
weapon material
offhand?
weapon vulns
level
shields
hundreds of other spell affects
damage type
room affects
position
race
dimension
transported
tracking
visibility
weapon attributes
progs
form
critical hits
legacies
shaman path
shaman heavy/light
ranger type
mana
hps
alignment
ethos
trance
flaws
arena
rites
balance
omens
veil
gangs
solo
tracking
tattoo
cabal
npcs
....
etc.

Yeah I'm not cleaning that up. Chances that it would totally break or throw the game out of balance... high.



  

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