05-22-2017, 08:49 PM
No one is saying that status effects shouldn't hurt, we're saying that instead of making it so that it's either you're completely impervious to statuses (Which an incredibly small margin of players are) or bound to be inflicted no matter what, there should be a better way to resist it. Due to every build having some form of resistance (Racial bases, Aptitude, etc) it would help make it even somewhat more possible to even resist the status. The fact that I can be inflicted with a level 30 poison that is promptly followed up with Menov's for nearly 100 damage a turn is repulsive. That's part of what being a Hexer is. That's fine, I don't mind it. What I do mind is having very little chance to even resist that, to begin with.
As resistance stands compared to other stats, it's very lackluster. It provides magical damage reduction and dark attack, that's all. The magical damage reduction it reduces is barely noticeable in comparison to physical damage because magic is outright higher in terms of base damage than physical damage. Unless you're stacking a metric ton of guile, rocking Fallcall, have a high crit multiplying weapon? The likelihood of the base damage of the weapon is higher than a non-CM spell is ludicrously low.
As such, I think it's fair to say that adding a measly 1% status reduction per point of resistance won't be game-changing and break the stat whatsoever, but instead, make it even the slightest bit easier to resist statuses. It's not even just for mages, it's for things like elemental incises, frostbite, etc. Considering the very stat itself has resistance in the name and the old resistance pre-reckoning was as follows:
Resistance helps ward off supernatural attacks, decreasing magic damage you take, as well as increasing your ability to avoid chance-based status effects.
Edit: Fixed "status" to "status effects"
As resistance stands compared to other stats, it's very lackluster. It provides magical damage reduction and dark attack, that's all. The magical damage reduction it reduces is barely noticeable in comparison to physical damage because magic is outright higher in terms of base damage than physical damage. Unless you're stacking a metric ton of guile, rocking Fallcall, have a high crit multiplying weapon? The likelihood of the base damage of the weapon is higher than a non-CM spell is ludicrously low.
As such, I think it's fair to say that adding a measly 1% status reduction per point of resistance won't be game-changing and break the stat whatsoever, but instead, make it even the slightest bit easier to resist statuses. It's not even just for mages, it's for things like elemental incises, frostbite, etc. Considering the very stat itself has resistance in the name and the old resistance pre-reckoning was as follows:
Resistance helps ward off supernatural attacks, decreasing magic damage you take, as well as increasing your ability to avoid chance-based status effects.
Edit: Fixed "status" to "status effects"
Discord: Selfish Gene#0139