When will you finally fix the stupid overcomplicated elemental/chaos resistances system?

Instead of flat linear percentage with soft caps and hardcaps - because that is what it makes complicated, just introduce resistance ratings similar to e.g. evasion armour. While armour reduction depends on the damage value, resistances could just depend on a rating itself. The rating would be a function that assymptoticaly tends to some reasonable value like 80-90%. The function will increase your percentage fast with low values then very slowly with high values.

For example. Fire resistance rating of 0 gives 0% dmg mitigation.
Fire resistance rating of 500 gives like 30% dmg mitigation
Fire resistance rating of 1000 gives like 45% dmg mitigation
Fire resistance rating of 1500 gives like 53% dmg mitigation
and so on.

It would be very inneficient to get mitigation close to assymptote, because that would require massive investment. All stuff should simply either increase or reduce the given rating. All damage should be scaled accordingly. No need for any caps and that stupid -30%/-60% perma debuffs on A5 and A10. Armours could have implicit resistance ratings more often.

Ruby, topaz, sapphire flasks will give bonus to one element resistance rating, while bismuth will give to all but e.g. only 1/3 value of the former. Similar with auras - purity of fire, lightning, ice and elements. All that would be viable in endgame.
Last edited by Fnts7#2833 on Dec 16, 2021, 1:24:39 PM
Last bumped on Dec 19, 2021, 6:13:08 PM
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They'd have to change damage numbers on every single monster ability & rebalance all the item affixes in the game if they do that, so unlikely to happen. Not to mention hundreds of uniques that have some effect on resistances, map mods, curses, etc.

How in the world is linear percentage more complicated than evasion like resistance rating? Evasion (also armor) percentages are instead complicated because it takes into account so many different factors that can't be shown on character sheet. Your just asking to change something that's not broken
Last edited by stalkingjackal#2441 on Dec 16, 2021, 1:50:46 PM
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stalkingjackal wrote:
They'd have to change damage numbers on every single monster ability & rebalance all the item affixes in the game if they do that, so unlikely to happen. Not to mention hundreds of uniques that have some effect on resistances, map mods, curses, etc.

How in the world is linear percentage more complicated than evasion like resistance rating? Evasion (also armor) percentages are instead complicated because it takes into account so many different factors that can't be shown on character sheet. Your just asking to change something that's not broken


this
are you kidding me? your suggestion is FAR MORE complicated than the existing linear model. In what world is asymptotic, diminishing returns, exponential model LESS complicated?

The negative resists from part 1/2 are there because its a CURSE. Built into the story itself.

Also everything you mentioned re: auras is perfectly viable in the endgame. If you want to focus your gear heavily on damage, you run a purity or two to cover your losses. In your model, running a purity in the endgame would give you like a 1 or 2% buff which makes them LESS viable in the endgame because diminishing returns.

Come on man, think...
Last edited by jsuslak313#7615 on Dec 16, 2021, 1:55:23 PM
Non-linear but still simple resistance rating is much less complicated. Then linear with caps and -30%/-60% perma debuffs in A5/A10.

Pure linear would be indeed less complicated. Currently you have soft cap, hard cap, perma debuffs. Going over soft cap makes you only resistant to curses, not giving you anything to damage mitigation in common case - you're not cursed. Also with new model you could remove some of other mods like "reduced elem damage taken" and simply change them to positive resistance rating. And you already have in game more complex stuff like armour (which has function that also depends on hit initial phys dmg) and evasion which has counter-stat, accuracy.

So current model is much more complicated than what I propose. Its obvious to any scientific/rational mind that has some education in maths and/or computer science. The reason why GGG doesn't change that is not because current is better, but because they don't treat it with decent priority and it costs developer's work time indeed, which they want to put elsewhere. But his resistances system is bothering me almost from time I started playing POE back in 2017. So eventually this will get higher priority.

Another thing that has totally useless complexity is now uncapped res lowering vs. capped res lowering (penetration). With my proposal this could be unified. Only thing is that resistance rating would have to be extended to negative values and then the function could be linear. So you apply big negative debuff like exposure, it eats the whole positive mitigation and then slowly increases in negative damage mitigation = increase.

Dudes if you see current system as less complicated, I salute you, but its totally beyond any reason to debate on that. What is worth debating are the details of how new, better system would be. I dont imply that my idea is the best and one only possible.
Last edited by Fnts7#2833 on Dec 16, 2021, 2:39:41 PM
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Fnts7 wrote:
Its obvious to any scientific/rational mind that has some education in maths and/or computer science.


It's getting really hard to take any of these threads seriously but...

Please, explain how having 75% fire resistance and therefor taking 75% less fire damage is more complicated and less intuitive than getting 2500 fire resistance rating - a completely arbitrary number, adding diminishing returns to it until it becomes a dead modifier on gear and ending up with ~75% less fire damage taken.

Armour works in a similar way. Players who have not read the wiki will not understand armour.

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Fnts7 wrote:
Dudes if you see current system as less complicated, I salute you, but its totally beyond any reason to debate on that.


"Agree with my opinion or your opinion does not matter!!!" >:C
what you are suggesting is far more complicated.
On the surface 75% res = 75% damage reduction looks simple, but it's not that intuitive to understand. Each new point of resist you add becomes increasingly more effective. Looks linear, but it's not.

The difference between 75% res or 81% res is huge.

Also due to how resists work, you get modifiers like capped resists, non-capped resists, Elemental damage reduction, Res Pen, and a few more

Ask yourself, how much more DPS you do when you have -12% enemy res and 15% ele pen? Not that easy to understand.

I personally don't really care, but did want to jump in and defend the OP a bit :D
Each resist you have on an item, it's a suffix you can't use for anything else. Wouldn't this system kill the builds that use many unique items?
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Surari wrote:
On the surface 75% res = 75% damage reduction looks simple, but it's not that intuitive to understand. Each new point of resist you add becomes increasingly more effective. Looks linear, but it's not.

The difference between 75% res or 81% res is huge.

Also due to how resists work, you get modifiers like capped resists, non-capped resists, Elemental damage reduction, Res Pen, and a few more

Ask yourself, how much more DPS you do when you have -12% enemy res and 15% ele pen? Not that easy to understand.

I personally don't really care, but did want to jump in and defend the OP a bit :D


Nope its still linear and very simple. Max res isn't "increasingly effective", yes its very effective but at the same rate as 0-75. The difference between 75 and 81 feels significant because its 6% and that can be a huge no. based on the attack - just how percentages work (eg: Sirus final phase meteor does ~27k avg damage and 6% of that is a whopping extra 1620 damage that is mitigated, and can make the difference between life and death - not to mention that any monster including bosses can crit, probably doubling that damage).

-x% enemy res and penetration is also pretty simple. Enemies have a certain resist value (with same caps as player except special cases) and -x% will flat subtract that number from their res (like -X max res mod on maps) and thus very powerful, while penetration will treat their res at a lower % of the value (eg: 35% of 75% is ~46)

Ele resistances in this game have always been far simpler than armor/evasion so OP's argument is total nonsense. The % chance to evade and physical mitigation shown in character sheet is not accurate at all, doing the same for resists would be horrible. Its either a troll post or op doesn't understand how armor/evasion works at all.
Last edited by stalkingjackal#2441 on Dec 16, 2021, 9:27:59 PM

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