Resistance mechanics

Post » Wed Jan 29, 2014 12:14 pm

Do you guys think the current elemental/magic/damage resist system could use a rework? Currently it seems a bit inelegant considering that each % of resistance gets more and more significant as you approach 100% and then suddenly stops at the hard cap.

One option for magic resists (including spell absorption) is to make them multiplicative, eg. one 40% resist fire effect + another 60% resist fire effect = 76% final fire resistance. Doing this, we would:

-No longer need an artificial hard cap (player can no longer stack resists up to 100% assuming there is no single 100% effect)

-Make resists less of an all-or-nothing deal, opening up more viable choices

-Allow developers to give the player 100% if special circumstances call for it

I'm not sure if the above approach would work for armor though, given that unlike individual resists each individual armor item increases with character skill. Still it'd be nice to streamline armor progression and get rid of the hard cap. Maybe the old Warcraft III/DotA formula (each armor point adds X% effective health against physical attacks) could work here.

Thoughts? Alternatives?

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