Spells related question.

I don't like the idea of capping magic resistances, or at least not at anything below 100

I'deally, It would be nice to see it done Final Fantasy style, where your elemental resistances could actually go over 100%, causing that type of damage to heal, instead of harm you.

Eg, with 110% fire resistance. Whenever you're hit by a fire attack, you would recover 10% of the damage you would have taken at 0% resistance.

When applied to special damage types in combat, it could put a negative strength modifier on the enemy. Ie, frostlings (2 base, 1 cold strength) against someone with 150% cold resistance, would result in subtracting 1.5 from their strength (150% of the 1 cold strength) before any modifiers like promotions are calculated.
 
I don't care for it healing you instead. Too complicated with MASS combat. AE spells would always have the chance of healing someone in the opposing stack, would make them less than useful.

An option for going above 100% I could see would be either

A: An ability that reduces the resistance of your opponent, possible making them take more damage than normal (see elves and Ice)

B: Making the amount resisted Random instead of fixed. If you have 20% then anywhere from 0% to 20% reduction possible every time you get hit. Numbers higher than 100 would simply mean getting a 100% reduction more often but you would never be immune to magic entirely.

C: a combination of the 2
 
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