Resistance needs to be converted to resistance rating

Stop replying to him guys, no one can be that stupid, he is obviously trolling.
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BrecMadak wrote:
@Autocthon: he doesn't worth Autocthon, even a wall had it understood by the time, he is just bullshitting and trying his best for "not to understand" on purpose or he is a real idiot.

You and gh0un did your bests so far and very clear on this problematic situation, but he resists in a pointless manner obviously.

If i were you, i wouldn't waste my time replying him further.
Nothing better to do. Schools out and no work until midway through june.

I need to be frustrated about something.
IGN - PlutoChthon, Talvathir
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Autocthon wrote:
I can answer the qustion: In games which use a rating system (not explicit stacking percentages) use a forumla similar to this game's armor forumla. Doing so allows them to pick a damage value and tune it in such a way that it doesn't get overshadowed by extremely high resistances. That is EXACTLY how physical damage on bosses works in this game. It also lets the devs tune the *other* way because the more resists a player has the less effect it has on the damage they take from the boss. You eventualy hit a diminishing returns point where more resists are basically useless. However resists *lower* than a threshold resist (but above a lower threshold) conversely aren't majorly impacted compared to the threshold. This gives "slosh room" for resistance values and allows a wider degree of resistances to be effective without needing to balance the game at a 75% explicit resistance cap (because resists are cheap in an additive % system compared to a rating system as per armor).

Consider that if the devs balance the game at 50% resists. A character who has only 25% resists is taking 50% more damage (and that's 50% of a relatively massive damage value in order to be meaningful at 50% resists). Whereas a player who has hit 75% resists is taking HALF what the 50% resist value (probably relatively trivial damage unless the 50% value is still relatively large damage). In a rating system (I'll use a rating to % conversion because I'm lazy) if you have the formula Damage=(R/(100+R))*(Initialdamage) you have very flexible thresholds for resistance values, and WIDE thresholds at that (much wider than % thresholds) where you have multiple resistance values giving the same basic DR, with diminishing relative returns the higher your resists get. Alternatively a formula like Damage=(Resist*InitialDamage)/(Resist+InitialDamage*4) works like this game's armor, providing defenses based on exactly how much damage you take. This allows trivializing low damage enemies, but also allows a "graded" threshold for damage taken as enemy damage increases. It also NATURALLY (without artificial addition of flat -resist which is more of a hurdle than an actual challenge) forces a player to constantly upgrade resistances.

Okay, I concede, you exposed the flaws of the current system. However, I have faith that the devs may have multiple ideas on how to fix it. The only requirement is that it should be turned into a system which requires balance, rather than a system which penalizes for not completely maxing out the stat.

Either way, the more important question all along is - how do we get the devs to at least hear us out on this subject? Do we post another thread somewhere else where we think they will read it?
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Silty wrote:

Okay, I concede, you exposed the flaws of the current system. However, I have faith that the devs may have multiple ideas on how to fix it. The only requirement is that it should be turned into a system which requires balance, rather than a system which penalizes for not completely maxing out the stat.

Either way, the more important question all along is - how do we get the devs to at least hear us out on this subject? Do we post another thread somewhere else where we think they will read it?
Failing to detect sarcasm...

If we REALLY want the devs to see it we have to talk about it and make it visible as something people want. This thread is a step, but we're already pretty late in game development (not that that ever stopped some companies from making big last minute changes) but there's plenty of time to get this into the devs heads.

Any system that allows organic growth of the game should be considered and attempted to be implemented. It extends shelf-life.
IGN - PlutoChthon, Talvathir
A rating system for each individual element is not very good. I'm assuming by rating system, we are talking about something that takes our defensive stat compared to the enemies offensive stat. Its typically bad because it makes hard fights that you could otherwise handle impossible simply because of an arbitrary level difference. Likewise, it turns easy but potentially lethal fights(if you make mistakes) against underleveled monsters into something so trivial that its annoying. I've been looking at D3 inferno streams from guys like Kripp and thats exactly what it amounts to.

D2 was imperfect, and yes, the increasing value of resistance as you get closer to the cap is a real problem, but all that requires is a simple math fix. Silty had the best solution on page 9. Damage received = damage / (1 + res). Then you always have 1 simple number to go by. You wouldn't even need a hard cap since its impossible to have total damage reduction. If you want to talk about ease of balance, its easiest to balance against something simple that also has diminishing returns.

Some people have said that if you find a +resist% ring at lvl 14, you are set for the game. Well, that isn't entirely a bad thing. It makes the loot exciting from level 1. If all your equipment is only going to last 2-3 levels, then the game is really just a grind to get to a high level as soon as possible. If you can get things that last awhile, every drop has exciting possibilities. And if your lvl 14 ring is so good that you wouldn't ever trade it for max level loot, then that is a simple problem of high level loot not having enough extra modifiers.
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sparkle wrote:
A rating system for each individual element is not very good. I'm assuming by rating system, we are talking about something that takes our defensive stat compared to the enemies offensive stat. Its typically bad because it makes hard fights that you could otherwise handle impossible simply because of an arbitrary level difference. Likewise, it turns easy but potentially lethal fights(if you make mistakes) against underleveled monsters into something so trivial that its annoying. I've been looking at D3 inferno streams from guys like Kripp and thats exactly what it amounts to.

D2 was imperfect, and yes, the increasing value of resistance as you get closer to the cap is a real problem, but all that requires is a simple math fix. Silty had the best solution on page 9. Damage received = damage / (1 + res). Then you always have 1 simple number to go by. You wouldn't even need a hard cap since its impossible to have total damage reduction. If you want to talk about ease of balance, its easiest to balance against something simple that also has diminishing returns.

Some people have said that if you find a +resist% ring at lvl 14, you are set for the game. Well, that isn't entirely a bad thing. It makes the loot exciting from level 1. If all your equipment is only going to last 2-3 levels, then the game is really just a grind to get to a high level as soon as possible. If you can get things that last awhile, every drop has exciting possibilities. And if your lvl 14 ring is so good that you wouldn't ever trade it for max level loot, then that is a simple problem of high level loot not having enough extra modifiers.
That formula is a rating system formula.
IGN - PlutoChthon, Talvathir
The fact that you've pointed out that "they show rating in percent for armor" already shows that you have no idea at all why there's no difference as far as balance is concerned between your proposed "rating system" and a flat percentage based system.

In both cases you still are balancing around a specific percentage as your "safe" value for fighting each boss.

It doesn't matter how you display it, you are balancing it the same exact way! The very fact that you even CAN display it as a percentage just shows that you have no concept of how a rating system translates into balance, and why it would somehow magically be better than flat percentages.

Therefore, a flat percentage system is BETTER because in addition to being EXACTLY THE SAME as far as balance goes, it's also infinitely easier to understand for the average Joe.
PoE is Diablo 3
Diablo 3 is Torchlight 2
Torchlight 2 is Fate 5
Last edited by notevenhere#0812 on May 22, 2012, 9:06:33 PM
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notevenhere wrote:
The fact that you've pointed out that "they show rating in percent for armor" already shows that you have no idea at all why there's no difference as far as balance is concerned between your proposed "rating system" and a flat percentage based system.

In both cases you still are balancing around a specific percentage as your "safe" value for fighting each boss.

It doesn't matter how you display it, you are balancing it the same exact way! The very fact that you even CAN display it as a percentage just shows that you have no concept of how a rating system translates into balance, and why it would somehow magically be better than flat percentages.

Therefore, a flat percentage system is BETTER because in addition to being EXACTLY THE SAME as far as balance goes, it's also infinitely easier to understand for the average Joe.
You continue to completely fail to understand the difference here.

Why is armor a rating system? If explicit % systems are SO much easier to balance and use why isn't armor just explicit % values that stack additively. You OBVIOUSLY do not understand the math of % resistance systems.

Explicit additive % resists have a nearly exponential eHP increase. This means that in order to balance at a given %DR the developers have to use damage values EXPONENTIALLY HIGHER than what a character at lower %DR is going to survive. Likewise increasing the %DR you have makes the game EXPONENTIALLY easier (as you are taking exponentially less damage).

This games armor system however has a relatively LINEAR progression of DR as damage you take increases, This makes sense as enemy damage is going to scale as you level anyway. But from a design standpoint the "viable" range of DR gained from the rating system is FAR FAR wider than the % DR and its harder to break. Since damage you have to deal with the boss is only LINEARLY greater than what a less well geared player has. (Technically the formula is not linear, it's probably parabolic but that's still a shallower progression than exponential).

You ignore everything anyone says so that you can troll. It's quite brilliant really
IGN - PlutoChthon, Talvathir
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Autocthon wrote:
You continue to completely fail to understand the difference here.

Why is armor a rating system? If explicit % systems are SO much easier to balance and use why isn't armor just explicit % values that stack additively. You OBVIOUSLY do not understand the math of % resistance systems.
You continue to completely fail to understand the difference here.

Why are resists a percentage system? If rating systems are SO much easier to balance and use why are their FOUR ELEMENTS that use percent values instead of a rating system? You OBVIOUSLY do not understand the math of rating systems.


See what I did there? Your argument has no solid foundation at all. Because if I use your logic, I can say that % based systems are four or five times better than armor's rating system, because it's used five times as much!


You don't understand what a decimal point is apparently, since you can't seem to understand anything other than "20% resist is bad!"

There's nothing that makes balancing armor easier than balancing the restists. All you see is that "hey, now I can increase my numbers by 10000 instead of 100! Somehow you think that actually matters.

It would be funny if it wasn't so sad.
PoE is Diablo 3
Diablo 3 is Torchlight 2
Torchlight 2 is Fate 5
Let's try to reverse the system so that everyone gets it: what if armour was a fixed % system.

Right now in the game, there are 17 tiers of armour. Lets round it to 15 because it makes much more beautiful numbers.

Lets assume we have 4 different slots to fill: chest, head, hands and feets. The chest slot is worth roughly twice the others. We want the end-game gear to have about 75% reduction, with the remaining 25% as a buffer in case someone has a lot of improved armor or something. Lets also assume item quality is out of the question (because resists do not have such a thing and it breaks the system badly)

so, we have 75% divided by 5 (armor = 2, gloves 1, boots 1, headgear 1) = 15%.

That makes division by tiers quite easy. 15 tiers, 15% per item, 1% per item per tier. That gives us something like that:

Tier 01(lvl 01): full dmg reduction = 5%
Tier 05(lvl 28): full dmg reduction = 25%
Tier 10(lvl 45): full dmg reduction = 50%
Tier 15(lvl 68): full dmg reduction = 75%

The problem with this is quite simple: everybody would probably run naked for the first 30 lvls, because even then, they would only take 25% more damage than the norm, which is still very bearable. People would mostly wear armour only for its magical mods until very late in the game and would mostly never bother upgrading their gear once they found interesting mods.

The same thing is true of %-based elemental resists: either we make it relevant in the early-game by giving good mods to low-lvl items (the way it is now) and completely trivialise the system for later in the game, or we put low values on low-lvl items and make resists completely useless until lvl 30-ish (like in my armor system).

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