Current Resistance System
Currently there are a few attributes that reduce incoming damage:
- Resistances (against certain damage types): Mitigated by penetration, which scales with area level
- Armor/Dodge (against hits): Diminished by area level
That kind of feels like you just try to keep up with the area progression without actually gaining anything.
I understand why it is like that (I think):
- Resistances: Do not make the last few percent more effective than the first (which is a problem that comes from additive resistances)
- Armor/Dodge: Make the smaller numbers somewhat useful/noticeable in the low-level range without reaching too high levels in the late game
Then there are caps on the damage reduction you can get from any of these sources. These probably make balancing enemy damage simpler. But they also feel like a goal: I need to reach this resistance cap, then I can think about anything else. This is where it may feel like an affix tax, you need your gear to be a specific way in order to play the highest level content (even if it may not be true).
Idea: Multiplicative Resistances
To be honest: I’m not a big fan of additive resistances and caps. In another post I already explained some nice properties of a multiplicative system, which I will repeat here (skip over that if you read it before).
Multiplicative means that if you add a piece of gear with 20% fire resistance, then you will get exactly 20% less fire damage, regardless of how much fire resistance you had before. So the new fire resistance is calculated based on the damage that you would have gotten without that new item. The overall fire resistance is determined like this:
FR = 1.0 - (1.0 - FR1) * (1.0 - FR2) * (1.0 - FR3)
We calculate the damage that comes through, therefore we need to subtract the resistances from 1.0 (which represents 100%). With a system like that, you can never reach 100% resistance, and would not necessarily need a resistance cap. This will then take away the perceived goal of reaching 75% resistances across the board and may feel less like a gear tax.
The max roles of single a resistance per tier could look like this:
1: 10%
2: 19%
3: 27%
4: 34%
5: 41%
6: 47%
7: 52%
They diminish in a way that makes two tier ones equal to one tier two etc., so having one very high resistance tier will not trump having two or more lower ones. With two level 7s you would get 77% resistance, with three level 5s you would get around 79%.
Let’s consider an extreme case: 4 level 7s of a single resistance type, which would net around 95% damage reduction against one damage type. Could something like this still be handled? Would balancing be an issue? I don’t think it necessarily would, as you need to sacrifice other stats for that. You could also increase your effective health by going for armour or hitpoints instead. But because there is no cap, you would not be forced to take several different damage mitigation types - so it might not matter whether you go full-on resistances or instead spent some of your affixes on armor for example. And I think this is a big plus: You can use the defense mechanism that you think fits your character the most and are not forced to take different stats just because you hit some kind of artificial cap.
Old Protection System
The old protection system had the same advantage by the way.
Diablo 3 introduced item comparisons based on effective hit points (EHP) at some point (in addition to damage per second). An item might have more health, but less resistances - by calculating the EHP for the player, you could quickly find out whether the item was an upgrade or not mitigation-wise.
The old LE protections did just that for you, as every point of fire protection was one effective hit point against fire. Getting 100 fire protection but losing 50 hitpoints would mean that you gain 50 EHP against fire, but lose 50 EHP against everything else. Pretty simple (well, I’m ignoring dodge etc. to make it appear that simple). However, many people tripped over the reduced resistances when adding hitpoints, leading them to believe their overall EHP and survivability would go down if they added more hitpoints, which wasn’t the case.
Conclusion
I think the old protection system was fine (not talking about Crushing Blow) and I think the current system is also fine. How defenses work in this game won’t make or break it for me. Thanks for reading this far