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    an idea for res... not a discovery just an idea.

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    Post by sparkly-twinkly-lizard Thu Sep 12, 2013 4:50 pm

    so... i was wondering what would you guys think of the resistance stat increasing the damage of player inflicted poison, for example at 30 res, poison would do double damage (6 per tick) at 40 it would do triple (9 per tick) and at 50 it would do quadruple damage (12 per tick), same goes for toxic, which would mean 28 damage per tick for dungpie toxic at 50 res.... so.. too powerful, no real point? what do you guys think of this idea?
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    Post by DyingAce Thu Sep 12, 2013 5:40 pm

    A neat idea. Res is useless so adding something else would've been nice. I think the stats are too high to warrant investing about 20 lvls in res for me unless I dedicated a build around it still. 30 res causing poison to be toxin while toxin becomes some horrid life drain makes needing to invest in it more balanced.
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    Post by Hue Fri Sep 13, 2013 3:21 am

    Doesn't res already increase...well...resistance?
    Maybe for some very accurate bleed build or something...
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    Post by Kirk-Barb Fri Sep 13, 2013 11:01 am

    I would have taken a different tack.  Instead of nerfing elemental weapons, I would have increased defense against them if you increased your resistance. Maybe 1 point defense per 2 points of resistance.  Or 1 point per point until you get to 40.
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    Post by chantienyee Fri Sep 13, 2013 3:13 pm

    Maybe instead of increasing your elemental damage it could lower your opponent's elemental resistance in addition to boosting your own, so your poison would be more effective, but wouldn't get super overpowered?
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    Post by JoeBroski09 Sat Sep 14, 2013 2:13 am

    Someone had an idea, though I don't remember who, a while ago. It was to have elemental weapons able to level up to +15 like normal weapons, and no stat scale, like always, but it also hurts the user after a certain point. The reason for this is because users could then make resistance IMPORTANT. If you had more resistance to lighting on your armor, you would then take less damage from your own lightning weapon.

    It would also give a reason for the resistance stat. I really really enjoyed the idea. Others didn't. But, to each their own.
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    Post by Reaperfan Sat Sep 14, 2013 3:54 am

    Would need to be renamed. "Resistance" as a word holds no offensive or aggressive connotations. Also, lore-wise it doesn't make too much sense. Poison and toxic aren't something usually generated by a player, so why does one player's poison-tipped Kunai deal more damage than another player's identically-made poison-tipped tool?

    Purely mechanically, though, it could be quite fun and even open up possibilities for a status-focused build with poison as a main damage source rather than an annoyance tactic.
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    Post by sparkly-twinkly-lizard Sat Sep 14, 2013 2:35 pm

    the way I was thinking of it was that being more poison resistant the player could use more deadly toxins safely.
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    Post by Reaperfan Sat Sep 14, 2013 10:13 pm

    sparkly-twinkly-lizard wrote:the way I was thinking of it was that being more poison resistant the player could use more deadly toxins safely.
    Interesting idea, and definitely makes sense. It would have to be relegated to the weapons though, basically making resistance a weapon requirement ala strength or dexterity. Maybe something like giving the Guardian Tail or Large Club a 25 resistance requirement to wield. Still not sure how it'd work with consumables like poison throwing knives or dung bombs though, at least not without making multiple tiers of consumable throwing items, only the stronger ones need a res requirement.

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