Andreas Vogl wrote: > > Depending on the attacktype may determine how easy/hard this is to do. > > For drain, it would not be really hard to reduce the amount that a > > drain hit takes (instead of 10% by default, maybe 3% or the like) as > > well as put some upper limit (100,000 or something) for high level > > characters. > > Yes, good idea. Maybe the upper limit could be dependant on level- > difference between attacker<->defender? Say, a grimreaper couldn't > drain much from a level 100+ player. > Anyways, the upper limit for draining shouldn't be high. One should > barely ever loose a level from it. Not positive if level diff is really needed. It strikes me that might put more reason for map makers to make the drain monsters they put in really high level so they do more of a wammy. But the amount to be drained could be determined by the level diff. For example, to go from level 9 (250,000 exp) to 10 (250,000) would mean the baseline drain value if you are level 10 is 250,000. However, at level 100, this baseline would be 1600000 even though your exp total is 118100000 (or thereabouts). In this way, the amount you would get drained would basically be around 1 level if you had no protection and presuming we did not change the algorythim currently used (grimreapers survive for 10 hits) > > > For acid, [...] It has been sugested that items should have quality > > ratings and thus get repaired. > > I agree this is a pain in most RPGs and we should consider > this with care. One possibility is just acid (or other specialized attacks) damage equipment. However, the point remains that if you can pick up your -4 helm of gorokh and just go to town and get it fixed, acid at best it just an annoying attack (not it still does damage of course, but if repairing items becomes fairly trivial, might as well just remove the damage item feature). The only way that might make this challenging is to have repair item scrolls or the like, but if they are too rare, people will hoard them like crazy (and once again, have them when needed), and if they are too common, it once again has no effect. The only reasonable solution I have would be along the one peter suggested - a monster gets one item damage attack against the player, and all attacks after that are just for damaging. In this case, your items might slowly get dinged up, but not noticing that one rust monster fast enough doesn't mean everything you have ends up at -4. > > idea for fixing at least some of these: > > confusion: If you have a resistance, then perhaps give some chance > > based on resistance for the player to move the direction they want. > > Thus, if you are 50% resistant, you will still wonder around somewhat, > > but basically move in the direction youu want to, and hopefully get > > away from the creature. > > slow: amount of slowdown could be affected by resistance. So if you > > are 50% resistant, you are only slowed by 50% of what youu would > > have been otherwise. Once again, this should let you get out of danger. > > paralyze: No good solution. This is really either an on/off effect. > > Perhaps just do away with paralyzation as a monster attack, and leave it > > for players? Currently, players beyond a certain level are immune > > anyways because they get an immunity item for it. > > Great suggestions for confuse and slow. It's true that 90% resistance > to these attacktypes is much nicer when it really helps. > > I would leave paralyze like it is, till we have some idea what to > do with it. I have different ideas with paralyze, but if players are able to get high paralyze resistant values, they don't work out (my idea was basically to just make the player really slowed based - you may get to move 1/10'th the rate youu did before).