> I tested the new PR code and felt that it is good, but still > not perfect. > > The calculation for partial resistances works well for > positive values, but for negative it doesn't. Examples: > +50 and -50 makes +25 ...huh? I think this case is actually good. At -100, it'd be VERY hard for a troll to resist fire even with lots of items. Mark's system makes it possible, though stillhard. Also, a cap of +0 for a troll would be rather harsh. How about this modification: use your system, but -50 ==> double damage (-100 ==> quadruple damage) give trolls and wraiths -30 (1.6x damage) and their "cap" would be +70? > -40 and -40 makes -96 ...d'oh! > > Moreover, the way potions work doesn't please me. We've created > partial protections to get rid of immunties. But potions still > grant +100% (immunity). Hence, not too much has really changed yet. > > > Now I've written a patch, to make the PR-calculations perfect. > Get it at < http://mids.student.utwente.nl/~avogl/pr_patch.tar.gz > > (read INSTALL.txt for installation hints). > > Here's what my patch does: > > o I calculate positive and negative resistances seperately. The > negative res. are calculated exactly like the positive. Then I > take: "overall resistance = total positive - total negative". > Advantage: Negative resistances are calculated in a "logical" way. > For example: +50 and -50 makes zero. -40 and -40 makes -64. > > o Many People have stated their wish for "caps" on resistances. > With my scheme vulnerabilities work automatically as caps for > protection. Example: While wearing one item with fire -20, you > cannot get more than fire +80 overall from equipment! > (it's simple: +100% -20% = +80%) > This will greatly help to balance powerful artifacts. If there > is an artifact with "cold +100", we add a "fire -5" and violà: > Impossible to get both cold +100 and fire +100 by using that > item! > And if one is forced to live with hight vulnerability for > permanent (like wraith: fire -30), one can still use a potion > to go beyond the natural cap (see next point). > > o Potions work completely different than before. The so-called > "immunity-potions" grant an absolute value of 90% protection, > independant from the players's equipment and properties! > Minor potions/balms grant 50%. If the player has already got > more protection than that, the potion won't have any effect. > Example: I have fire +50 and drink a "potion of fire res." > - so I get fire +90. If I have fire +95 by equipment and drink > the same potion - nothing happens. > Great advantage: While newbies can use potions very efficiently, > high-level characters can't abuse them to beat the game. > 90% resist. is good for killing some dragons, but it won't > suffice to kill a "grandmaster wizard" at clevel 18. > > o Cursed resistance potions are working now (have been broken > before). They give a temporare vulnerability, but can be > overriden by uncursed potions of the same resistance-type. > Like all potions they give an absolute value (-100% or -50%), > so they are truely dangerous while in effect. > > o Protection spells work different than potions. Their effect does > add to the player's equipment. (Maybe +50% resistance for spells > is a bit too much though... I consider changing it to +30%, but > this is not part of my patch yet). > I think this is fun because it makes combat more interesting: > While your equipment might already be good you still have the > option to gain an additional 30% by casting that spell. Not > much, but maybe the small tweak deciding over life and death. > (Fortunately, Peter has modified the spells so that no more > than one protection spell (of same type) can be in effect) > > o When the player's state of resistance changes, a new kind of > message shows up: The percentage of the new (current) resistance > is displayed. I consider this very helpful, especially in combat. > It just plain sucks to need a rod of perceive self all the time. > That worked fine while there was no more than two classes of > resistances (prot. & immu.), but now this is no longer acceptible. > > > Okay, that's all. I know this might be hard to understand without > being able to test it. Now this is why I wrote the patch *before* > starting to babble about it. > > Maybe some of you might be afraid that there are some cute little > bugs lurking in my patch. Well, look at it and you'll see that it > is real easy code. In fact I have tested it seriously and even more, > I have *fixed* some bugs with my patch. But still, nobody's perfect... > at least I tried my best. > > Like you can all imagine, I would be glad if this peace of work > found common acceptance. I believe it would really add a great deal > of both gaming-fun and game-balance. > > > Andreas V. > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel