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Monster resistance

1 reply [Last post]
Fri, 07/29/2011 - 19:45
Pupu
Legacy Username

Make it x0.5 damage.
Instead of the x0.2 or similar that it is now.

Why?
To make dual damage weapons more useful.
And to be less of a punishment when you forget to change your flourish before going into that construct stratum, or similar.

Fri, 07/29/2011 - 20:28
#1
OverDingle
Legacy Username
Actually, the point of dual

Actually, the point of dual damage is that because only one damage type can be resisted, they're always more effective against enemies strong to one of their types than a pure type weapon.

Pure type weapon against resistant monsters: 25% damage
Split type weapon against resistant monsters: 62.5% damage

In return, split type weapons deal 125% instead of 150% on monsters weak to them. Also, split type-normal weapons deal 100% on monsters they're neither strong or weak to, whereas split type-type weapons (ap/sentenza) do 87.5% to the 2 families they're in the middle for

A split-type weapon's minimum damage is 50% of it's maximum damage. A pure-type weapon's minimum damage is 18.333...% of it's maximum damage

Anyways, the point is, split-type weapons are more useful against resistant enemies than pure-type.

As for forgetting to change weapons, that's why you have (at least) two weapon slots - you should make sure to never have weapons of only one type, especially if that type is piercing - gun puppies are everywhere. A point could be made for shadow/elemental in the jelly palace or elemental in fsc, but no strata is just one single monster type.

I could approve of something like a grace period for switching weapons at the start of the first floor of each strata, but changing how the damage system works isn't a good idea - the game was balanced around it.

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