in reply to Mark: > > As a general note, it sounds like a cool idea. [...] Thanks. Nice to hear that. :-) > Not really related to this, but a better way to perhaps do > such focus in thefuture (for the more general case) would be > to have training halls in the various cities. [...] > The idea of eating food below works, but seems more a solution > because its an easy way to do it. Absolutely true. I just want to keep it simple to start with. Later - if traininghalls are implemented - this could be changed easily. > > The higher the resistance goes, the higher must be both the > > player's level and the level of the flesh-items to improve it > > further. The upper limit is 95% resistance, which is of course > > hard to achieve. > > Tuning of this is a key, but seems reasonable. Items with > relatively low resistance values may mean very little gain > (or don't work at all). [...] Yes, it is tricky to tune and balance. I have given the mathematical aspect a LOT of thought (You should see my design- paper crammed full of formulaes and level-graphs =) ...) In the meantime I've got an implementation that makes a good impression to me and looked good in the testing so far. It goes like this (calculated with double precision): (note that flesh level is inherited from the killed monster) <bonus> = level bonus for lower levels (at low/medium levels the resistances can be boosted to a decent basic level ~30%) chance = MIN( <player level>, <flesh level> ) + <bonus> - <existing skin-resistance> if (chance >= 0) chance += 1; // if chance>0, the chance increases linear else chance = 2^chance // if chance<0, the chance decreases exponentially // the chance is proportional to the amount of resistance // on the flesh (50% is maximum on flesh) chance = chance * <flesh resist>/50; // for resistance of ability focus, chance is doubled if (resist = ability focus) chance *= 2; add +1 resistance if: RANDOM%100 < chance > > Special attacktypes (paralyze, confuse, drain, etc) are not > > included in the dragon-skin feature [...] > > The other problem of giving confuse/drain/whatever resistance > is that I don't think any foods with those resistances ever show > up - since the idea behind resistances on food was apparantly to > increase the odd of the fleshes survival [...] In fact, all attacktypes are inherited to the flesh. But gaining <drain resistance> +1 really isn't worth anything, so I want to spare players from this kinda dissappointment. Since humanoid players can get an amulet of free action/shielded mind, I think it is most fair and balancing to allow "flesh-artifacts" for dragons with similar effect. But I'll care about this later when I have finished, tested and committed the basic code. Andreas