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Mar 17, 2014 at 13:38 history closed Anko
Sean Middleditch
Trevor Powell
Seth Battin
MrCranky
Opinion-based
Mar 8, 2014 at 3:03 review First posts
Mar 8, 2014 at 13:45
Mar 3, 2014 at 21:17 comment added MxLDevs Yes. I write game engine functionality and certain calculations involving rates above 100% need to be treated different from rates <= 100% so I'm looking for different explanations of it to see what kind of things I might need to consider.
Mar 3, 2014 at 20:48 comment added House Sounds pretty opinion based. What kind of arguments are you looking for? Logical explanations for how this mechanic would make sense?
Mar 2, 2014 at 12:09 review Close votes
Mar 17, 2014 at 13:38
Mar 2, 2014 at 9:24 comment added AturSams If you actually want fire to heal the character you can then use a negative modifier which results in a health boost.
Mar 2, 2014 at 9:24 comment added AturSams I normally avoid the percentage scale and use a modifier instead. So you boost resistance by increasing the modifier. The damage can taken then can be calculated by foo(modifier_value, damage_value); where foo could simply return damage_value / modifier_value. It could also simply return 0 for a modifier higher than a certain threshold. The advantage is that you can stack a lot of buffs with deminishing returns without maximizing your resistance which makes the gameplay more flexible.
Mar 2, 2014 at 7:52 answer added Madmenyo timeline score: 1
Mar 2, 2014 at 4:54 comment added jmegaffin I think it makes more sense to think of it this way: The displayed "resistance" is the real resistance plus the absorption. If you have 80% resistance but you then absorb 20% of the attack, you end up with what appears to be 100% resistance.
Mar 2, 2014 at 4:16 answer added ashes999 timeline score: 2
Mar 2, 2014 at 4:06 history asked MxLDevs CC BY-SA 3.0