[Topic Split] Partial Resistance code revisited

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Avion
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Post by Avion »

Mith wrote: there's nothing wrong with that, its just that the +100 resistances are usually not against very common attack types/spell types (maybe with devourers and gaea as exception: drain, deplete and death)

as it is now, Ixalovh giving +30 cold (due to a bug?) she is unbalanced for reasons i stated before. I hope this will be corrected soon - preferably by granting the intented cold resistance.
I don't know about that, Ruggili grants -30 resist against cold and there are lot of cold attack type spells out there. It just means that if you follow Ixa you have to be very careful against fire. This isn't as drastic as a weapon or armour ban for example. Ixa may be unbalanced, but this not necessarily because of the fire resistance penalty.
Salathar wrote:So basically there is a bug? Ixa should give +80 cold, but is currently only giving +30
Maybe a bug, but not necessarily a bug, as I said the resistance code is not simple - http://www.metalforge.net/cfmb/viewtopic.php?t=335
Anyway the very high cold resistance is to make up for very poor fire resistance and lack of turning spells.
tizoc

Post by tizoc »

Hey, but on my server (private one) it didn't even grant +30 cold.
My brother's character was granted with 0 cold resistance. (If I remember right, the other resistances where fine).
The character was a Monk Quetzacoalt if that helps.
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Salathar
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Post by Salathar »

On localhost (latest cvs) I get this with Monk Quetzacoalt.

Code: Select all

You become a follower of Ixalovh!
Your resistance to magic rises to 20%.
Your resistance to fire drops to 70%.
Your resistance to cold rises to 0%.
The reason for this is that Quetzalcoatls have natural cold resistance of -30 and in this particular case -30 and +30 cancel each other out.

As Avion say resistance code is not simple. Last time I checked I ran into some code that seemed to prevent players from gaining immunities that gods posses. This may or maynot be connected to +80 being interpreted as too high and +30 being assigned instead.
Aaron
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Post by Aaron »

i noticed that, but why does it drop the fire the full 30, but only raise the cold to less than +30?

i had +46 fire, +45 cold
now i have +16 fire and +61 cold
that was the -30 to fire, but +16 cold
nowhere near the +80, and half the +30

something wrong? by the same logic, shouldnt i have a less than 30 reduction to fire?
cavesomething
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Post by cavesomething »

Resistances sort of multiply when added or subtracted, they don't just add. its a bit weird, until you get a feel for it.

45+30 = 61 under this system.

basically you have the 45% and then you get another 30% of what is left (55) so you have 45+(55*30%)= 61(ish)

If you have positive and negative resistances they /do/ add or subtract against each other though, and the same sort of thing is done against the diferences, like I said, a bit weird...
Aaron
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Post by Aaron »

really weird. but i think i should be getting closer to 30 than to 15?

maybe the system needs adjusting? not by much, but the adding and subtracting need to be balanced out. the same scale for both would be nice, but i know this could be tricky to program...
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Post by Leaf »

The Partial Resistance code/calculation works this way, because it's intentional.

Here's my summary of why this is..

In years past, when all the values added up and penalties could be overcome - players were able to become immune to nearly every attack. The response was to give monsters more attack types.

Players found ways and new equipment was added to granted players even more immunities.

So, the attack type of godpower was introduced with a clear understanding that no items (spells, equipment, etc.) grant resistance to godpower.

That didn't really resolve the issues - it was either give all monsters god power attack type or change the way partial resistances worked.

So, the max limit for Enchant Armour scrolls was reduced, item power was added - and the partial resistance calculation (as described earlier..) was included as well.

Hmm.. I guess it's time for a topic split too.
cavesomething
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Post by cavesomething »

I never claimed it wasn't intentional, I merely claimed that it was somewhat weird....
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Post by Guest »

well then it should also calculate in player level. doing this to low level players would be really harmful, really around level 10ish. losing the 30 to fire, and gaining probably near 20 to cold doesnt give them much help. i think to ballance it out, either higher + bonuses for both, or just lower the -'s a tad. maybe a re-working of the system should be done, but that could take a while :-D . now im motivated to finish learning C...
cavesomething
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Post by cavesomething »

The purpose of the system as it stands currently is that you either have full or partial resistance to something.

If you have full resistance to it, then you get +100% as long as you have no negatives.

If you have negatives as well as +100% then you need to get positive bonuses greater or equal to the negative to cancel it out.

If you have partial resistance then you can never be completely immune, and more sources of resistance give a small and decreasing benefit.

Personally I quite like the current system, although IMHO too many items give +100% resistance atm.
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