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    My proposed changes to RES...

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    Post by Seignar Fri Mar 15, 2013 2:20 pm

    1. RES should increase Poise by 1 for every 2 levels added to the RES stat, starting from 10 all the way to 40. This means that at RES level 10, the player has 1 poise and at RES 40, they will cap at 20 Poise.

    2. RES decreases the Armor penalty to Stamina Regeneration by up to 50%. This caps at 50 RES (1% per level).

    3. RES increases all defenses by 1 per level up to level 50, where it will increase by 1 for each 2 levels; caps at +74 defenses.

    Discuss what should happen with RES.
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    Post by samster628 Fri Mar 15, 2013 2:36 pm

    I personally think res should be updated a bit as most people seem to barely use it preferring to use souls on vit. I dont think poise really seems to be related to risistence and i really dont think it should affect stanima regen in armaor however The all risistences incresisng is a good idea. I think all increment by 1 up to lvl 50 is exessive though. maybe by 1 up to 30 then every 2 levels make an increment up to 50 then 3 levels up to 70 etc.
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    Post by BIG TIME MASTER Fri Mar 15, 2013 4:10 pm

    Just drop it altogether.
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    Post by Seignar Fri Mar 15, 2013 5:02 pm

    samster628 wrote:I personally think res should be updated a bit as most people seem to barely use it preferring to use souls on vit. I dont think poise really seems to be related to risistence and i really dont think it should affect stanima regen in armaor however The all risistences incresisng is a good idea. I think all increment by 1 up to lvl 50 is exessive though. maybe by 1 up to 30 then every 2 levels make an increment up to 50 then 3 levels up to 70 etc.
    Resistance is related to Poise. The more RES you have, the more resistant to stagger you become. You can resist the force of the blow, etc. It is also related to Stamina Penalties, as in you can resist the negative forces the armor is having on you, much like how you can currently use it to resist Poison.

    BIG TIME MASTER wrote:Just drop it altogether.
    This is called the "Easy Way Out". If we just "drop it" there is no advancement, in fact, there is retrogression in the game as RES didn't add anything bad to the game. If we take the time to improve RES, we don't have to remove it.
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    Post by BIG TIME MASTER Fri Mar 15, 2013 5:04 pm

    I hear you. But I don't ever think simplification is a bad thing.
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    Post by DE5PA1R Fri Mar 15, 2013 6:41 pm

    Just drop it altogether.
    This is called the "Easy Way Out".

    No, that adds a negative connotation. Apple decided the iPhone wouldn't have Flash compatibility because it made the experience worse. Cutting out Flash functionality was the right thing to do and took little effort, but it wasn't the "easy way out."

    If we just "drop it" there is no advancement, in fact, there is retrogression in the game as RES didn't add anything bad to the game.

    Anything that doesn't add to an experience subtracts from it. Cutting out filler makes things better, not worse.

    If we take the time to improve RES, we don't have to remove it.

    True. I like your suggestions.
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    Post by raecor14 Fri Mar 15, 2013 11:52 pm

    what if it like negated a static amount of elemental damage? like a nice chunk, lets say you take 300 damage from a slighting falchion at base res but then when you got to 40 you only took 200?
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    Post by Slarg232 Sat Mar 16, 2013 12:05 am

    I say they do what it was rumored to do in Dark Souls:

    1 point of Res = 1 less damage per any damage type that hits you (i.e. at 40 Res, a claymore that hits for 400 Physical would only deal 360, and a LIghtning Claymore that deals 400 damage deals 320 damage )
    Multiply that by seven if you take a fatal hit. 40 x 7 = 280 damage per damage type.

    Make it usable in PVP so you can actually build tank and not be at such a disadvantage.
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    Post by samster628 Sat Mar 16, 2013 8:13 am

    Yeah but while you could be negating say 40 points of damage you could also be adding about 200hp therefore making the attack affect you even less.
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    Post by Slarg232 Sat Mar 16, 2013 4:10 pm

    samster628 wrote:Yeah but while you could be negating say 40 points of damage you could also be adding about 200hp therefore making the attack affect you even less.

    Not necessarily; if you take 10 hits that deal 50 damage each, you've negated 400 damage, double that amount of health silly

    Health would be better for countering STR weapons, Res in this form would be better for countering Dex builds.
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    Post by samster628 Sun Mar 17, 2013 6:27 am

    True but most PvP players can kill you in about 2 hits without high vitality you you don't really even get time to resist. To be fair a good 60% of the battles i am in consist of 2 people circling each other until one manages to lag behind the other and backstab them or a hosts summon pops up and you get double teamed. Forest cov by the way.
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    Post by Serious_Much Sun Mar 17, 2013 10:42 am

    I'd be happy to allow resistance HUGE amounts of extra defence, and extra poise up to like 40 even.

    Frankly since adding end allows use of better armour, only 76 extra defence and 20 poise for 40 res still is not enough. I think res if given good, but appropriate bonuses could actually make proper tanks more viable in both PvP and PvE (though those of you who already know the usefulness of res in NG+ infinity challenge already know res is useful in it's own special way)
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    Post by Zeta Prime Sun Mar 17, 2013 10:51 pm

    I put 10 points into res on my first playthrough and have hated it ever since. I hoped that res would have made its own place but really its just a flat out waste at this point. If they are to keep resistance i think the stamina regeneration idea would be its saving grace, but when you add poise to it i think it would ruin a few things. Personally id rather get rid of it and add its bleed and poison resistance to endurance.
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    Post by Slarg232 Mon Mar 18, 2013 12:30 am

    samster628 wrote:True but most PvP players can kill you in about 2 hits without high vitality you you don't really even get time to resist. To be fair a good 60% of the battles i am in consist of 2 people circling each other until one manages to lag behind the other and backstab them or a hosts summon pops up and you get double teamed. Forest cov by the way.

    That could be a nice way to balance it too; 1 res = 1 point of Negative Critical Damage multiplyer.
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    Post by Acarnatia Mon Mar 18, 2013 1:06 am

    Unless the damage compared to defenses and health formula changes drastically, I think a Resistance stat actually can't be useful. The Souls games have thus far had a very fragile amount of hitpoints compared to the damage that is dealt; dying in 1-3 is very plausible. The only way that a Resistance stat can be made actually useful compared to that kind of damage is to make it reduce so much damage as to change that very basic aspect of the Souls games.
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    Post by samster628 Mon Mar 18, 2013 6:03 am

    Slarg232 wrote:
    samster628 wrote:True but most PvP players can kill you in about 2 hits without high vitality you you don't really even get time to resist. To be fair a good 60% of the battles i am in consist of 2 people circling each other until one manages to lag behind the other and backstab them or a hosts summon pops up and you get double teamed. Forest cov by the way.

    That could be a nice way to balance it too; 1 res = 1 point of Negative Critical Damage multiplyer.

    Not a bad idea but i think maybe - 2 up to level 50. And do away with lag-backstabs altogether (but that is irrelevent to this thread). Don't but the res effects on endurance like some other guy said though. endurance has enough benefits already.
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    Post by TurkeySoul Mon Mar 18, 2013 10:49 am

    They should dump it. There are enough stats as it is and if it doesn't add anything it's pointless complexity though if you kept it your ideas are good.
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    Post by Serious_Much Mon Mar 18, 2013 1:35 pm

    TurkeySoul wrote:They should dump it. There are enough stats as it is and if it doesn't add anything it's pointless complexity though if you kept it your ideas are good.

    I think from like having a stat that looks useful, but is far less good than other stats.. just to trap/trick players as much as anything.
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    Post by samster628 Tue Mar 19, 2013 12:57 pm

    Serious_Much wrote:
    I think from like having a stat that looks useful, but is far less good
    than other stats.. just to trap/trick players as much as anything.

    That be true. And they mix in a few things that look crap and are crap like that cursed ring kalameet drops just to confuse us. From like messing with your minds so you decide you cant trust anything and have to play the game yourself until you find out everything for sure. Take the whole pendant tangent for an example...
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    Post by Slarg232 Tue Mar 19, 2013 3:49 pm

    Well the Cursed Ring is ther eto challenge yourself if you truely want it, so there is a purpose to that silly
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    Post by samster628 Wed Mar 20, 2013 4:20 am

    Slarg232 wrote:Well the Cursed Ring is ther eto challenge yourself if you truely want it, so there is a purpose to that silly

    maybe so but it is still crap.

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