
We dump resistances and just have armor and specific +/- armor vs. To my knowledge no game has used a system like this?Ģ. From there -RR would be applied as a modifier to the %. Maybe you then obtain another 150% fire resist somehow, then you'd end up with 200 * 2.0 = 400 fire damage reduction. So say you wear 200 armor and therefore have 200 phys damage reduction (ignoring GD's armor absorption stuff, though that'd still be interesting to keep), then you slip on a ring of +50% fire resist.


Resistance modifies base armor, which would still work as damage reduction like in Grim Dawn. I can think of two systems that might workġ. They fixed a similar problem with how attack rating works in most other ARPGs by having OA apply increasing bonuses to crits (and also work on spells) so that all characters cared about OA to some degree or another and DA was always advantageous to have more of. A better system would have more consistent returns on investment and not "cap", like how there's no theoretical cap for armor in most games. Similarly -RR becomes universally essential because even -10% RR is theoretically more powerful than adding another +1000% damage bonus against the hardest enemies you face (those nearly immune to your damage). Then every time you pick up a new item you have to sort of juggle your resistances around until they are all filled out again.

It's such a lazy system both for players and devs, because its a bunch of filler item bonuses that need to be filled to the specific cap and once you are there you just stop worrying about it. I'm talking about the mathematical issue where each point of resistance becomes more and more useful until it becomes useless.
