by Lujo on Thu Dec 29, 2011 4:41 pm
The tri sword in te example was just there to give them both +12 base dmg, and the race could've been any because of no conversions. There are so few relevant +DMG items in the game right now that i had to use it.
The simple fact is that %based DMG resistance, the way it works now, reduces the hp cost of making an attack, and once you get past a certain point (50%? 40%? 33%?), a character with 42 damage can ridiculously outperform someone with almost twice the base damage. At 75%, at lvl 9 you can turn a single HALMEH activation into 2 PHYSICAL DMG attacks. At LVL 10 a 75% monk can deal almost 4X his pysical off of one healt potion.
The point at which tih becomes a major problem should first be determined. And then set it as the cap. 50% allows a character 3 hits where a no resist character gets one (with my numbers). The dragonshiels (18%), gives a character 2 hits, where a character with no resists gets one. Something along those lines should be baseline, if you want to have DMG resistance in % form in the game, without having a really really high power curve.
A character with no ATT or DMG penalty, and no resists should be used to determine how much stronger is the resistant char suposed to be. And then you can't have an item that gives anyone 18% resists for both mag and phys in the game, as it breaks all kinds of crap.
SIDENOTE: Having DMG resistance is very simmillar to lowering the cost of BURNDAYRAZ. Lowering it by 1 (around 17%) doesn't unbalance it much. Lowering the cost of BURNDAYRAZ by 75% would make it cost, say, 2 Mana. How in the world would you balance wizard then? (although this is only the illustration of a principle, as PHYS dmg can be increesed with ease, while BURNDAYRAZ dmg is quite more limited, except with fire heart, which i consider a silly item anyway)
I almost got pwned by Shifty Brickwork!