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Resistance

Since kyrub announced that he wants to try and add a new resistance system for Catnip 2.0, I think we need a thread for it! alright
I'll start out with a few options:

Table based

All resistance chances can be looked up in a table that we define as we like. First example I've put gives +10% chance for the first 4 crosses, then +5% for the next 6 crosses, then +2% for the next 5 crosses and +1% up to 95%.

Individual chances
Each cross has an x% chance of resisting the spell or effect. I've put two examples for x=10 and x=12.

Examples:
Code:
crosses chance
crosses table  x=10 x=12
1        10%    10%  12%
2        20%    19%  23%
3        30%    27%  32%
4        40%    34%  40%
5        45%    41%  47%
6        50%    47%  54%
7        55%    52%  59%
8        60%    57%  64%
9        65%    62%  68%
10        70%    65%  72%
11        72%    69%  75%
12        74%    72%  78%
13        76%    75%  81%
14        78%    77%  83%
15        80%    79%  85%
16        81%    81%  87%
.
30        95%    96%  98%

I think of those I'd favor x = 10 as the odds curve is smoother than the chance table and gentler than x = 12.

The table can be done any way we choose, of course. I don't know which one would be easier from a technical perspective.

Little difference. RNG (10), which is used for 10% only, is quicklier than RNG (100), so high resistance (50) can be dealt with swiftly.

Anyway, I am inclined to try the 10% system, for the moment. No 12% column. We can reverse back to 12% or 15% without any technical problems later, if necessary.

The multiplicative effect option with no exceptions is better than the additive (old) effect or the lookup table for implementation and/or game play. I proposed the 12%, but that was in the light of the current unit statistics. 10% should be fine too as long as we tweak the units to match this decision.

If all agree, let's decide on the 10% multiplicative model and tweak unit stats accordingly.

Catwalk Wrote:If all agree, let's decide on the 10% multiplicative model and tweak unit stats accordingly.

Sounds good. We're already reviewing resistances and spell resistance penalties, but we'll also want to look at -x spell save on items. Either a lower cost to make them or increasing the effect would be a good idea since each resistance point is closer to 5% than 10% in 1.31.

Multiplicative model with x = 10%? Do you mean:
fail rate of 10 crosses = (1-10%)^10 = 0.9^10 ~ 0.35 or 35%
fail rate of 20 crosses = (1-10%)^20 = 0.9^20 ~ 0.12 or 12%
fail rate of 30 crosses = (1-10%)^30 = 0.9^30 ~ 0.04 or 4%

I expect you will put 20+++ crosses to Wyram. Otherwise, I will try cast confusion on Wyram.
How do spell save work? Will per spell-save reduce per cross?

I suggest the 10% model. Would it be possible to have modifiers affect the chance of each cross succeding? That way, a modifier will still have a significant effect on a big bad monster with 20 crosses (reducing each cross from 10% chance to 7% chance, for example). Whereas lowering it to 17 crosses would hardly make any difference. At the other end, lowering crosses from 5 to 2 would make a huge difference, making it harder to balance. Prayer and Lucky should improve the % of each cross, whereas Prayermaster and Guardian Spirit would give a number of bonus crosses.

Modifiers: seems a very nice idea, indeed!

I suggest:
Catnip 1.0 ..... every cross represents separate 10% chance of resisting, everything else stays as it is
Catnip 2.0 ..... the other suggestions you posted (they are time consumming, although defeinitely worth it)



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