Feature creep and new player confusion

Ye just make resistance reduction as one thing.
Don't allow overcapped resists on monsters at all. They can have up to 75% baseline unless there is a modifier that raises this maximum (for example an expedition pylon).

How it should work:
Monster has 75% resistance. Overcap doesn't matter.
You have an awakened pen gem: -40%
You have a source of exposure with a mastery allocated: -18%
You cast Conductivity: -44%
Total reduction: -102%
Final resistance of the monster: -27%

This is the value that you actually get for any kind of damage. Attack, spell, DOT. Doesn't fucking matter. Resistance reduction is resistance reduction. Simple mechanics. Maybe limit the final monster resistance to -100% that can only be bypassed by very specific items such as Doryani's Prototype - which doesn't LOWER the resistance but rather it SETS the resistance to a specific value.

Penetration - gone from the game completely. It's not needed.

It's very straightforward - you build your resist lowering tools until you decide that it's no longer worth it due to inherent diminishing returns. You don't have to read a god damn encyclopedia on how the damn resistance works on monsters in this game.



They removed Dodge because it was creating needless complexity with Evasion. Two effects that basically do the same thing on first glance, but actually not. Now I wish they fix resistance lowering and many other things like that.
There's more stats that could use the simplification you suggested, at the time we have 2 multipliers for physical damage, "increased" and "more", instead we could have only 1 and just re-balance physical damage as a whole.

I remember being very confused by this when i first noticed until it was explained to me and also melee relay needs a clean up anyways.

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