dnh at hawthorn.csse.monash.edu.au wrote: > Well, anyway, I think resistance that works like armour would be perfect > for our needs, although I do wonder about such items as the wizards hat, > it has many many protections. That item plus the ring of the elementals > could be one heck of a combination =) They obviously get balanced out. IF they have one heck of a number of protections, then maybe they keep all of them but at only 10% level. Or the number is reduced, but the value goes up. > Perhaps PR should only work for the major attack_types? > Magic/Fire/Ice/Elec/God_Power? and of course physical which is just > armour. Although if physical is armour, what then is the purpose of > protected phys? Wouldn't it be better to convert protected armours into > arm +50% or something? (obviously not 50%). Hmmmmm For simplicity, the array of protections will be equal to the number of attacks. Some may not have much effect. For things like confusion, fear, drain, ..., the only really effect would be to reduce duration of the spell effects and the amount of exp drained. So if you got hit by a confusion attach that would normally last for 100 ticks, but you have 80% protection to confusion, it only lasts 20 ticks on you. This would mean that things like 10% protection in those areas may not do much. The alternative would be for adjustment to the saving throw to be affected by this. 80% equals a +8 save, so you are much less likely to be affected, but if you are, you still get full duration. I would say that only one or the other should be done - decrease time you are affected, or increase the saving throw. Doing both might be too much a benefit. protected/immune to physical would lack meaning. Items that have that should be given some armour value instead.