<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Vulnerabilities, resistances and immunities]]></title><description><![CDATA[<p dir="auto">I think that these should be changed as to how they work. If someone is weak to fire, there should be a scale as to how weak, rather than a flat 25% extra damage, or what have you.</p>
<p dir="auto">Currently the list available are:</p>
<p dir="auto">summon charm magic weapon bash pierce slash fire cold light lightning acid poison negative holy energy mental disease drowning sound wood silver iron kill</p>
<p dir="auto">First, I would say change wood to earth, as I honestly can't picture any sort of character, pc or npc going: OW! I got a splinter and it hurts like Gazar!@</p>
<p dir="auto">Second would change summon to transport, which would deal with not just summons, but gates and nexus, as well. Even with auto summon off, it shouldn't be gauranteed success.</p>
<p dir="auto">To illustrate the example of which I think would make these better, let's pick on Minotaurs, with the above list. The scale will go from -25 to 25 for simplicity. -25 meaning 25% more damage/success, 25 meaning 25% less damage/success.</p>
<p dir="auto">transport - 0</p>
<p dir="auto">charm - 0</p>
<p dir="auto">magic - -4</p>
<p dir="auto">weapon - No PC should gain this</p>
<p dir="auto">bash - 6</p>
<p dir="auto">pierce - -3</p>
<p dir="auto">slash - 3</p>
<p dir="auto">fire - -17</p>
<p dir="auto">cold - 13</p>
<p dir="auto">light - 0</p>
<p dir="auto">lightning - 0</p>
<p dir="auto">acid - -4</p>
<p dir="auto">poison - 3</p>
<p dir="auto">negative - 0</p>
<p dir="auto">holy - 0</p>
<p dir="auto">energy - 0</p>
<p dir="auto">mental - 0</p>
<p dir="auto">disease - 7</p>
<p dir="auto">water - 0</p>
<p dir="auto">sound - 0</p>
<p dir="auto">earth - 0</p>
<p dir="auto">silver - 0</p>
<p dir="auto">iron - 0</p>
<p dir="auto">kill - Only to Lich</p>
<p dir="auto">+4 overall. Depending on the race and their other abilities, I think a +/-5 overall would be acceptable. These are just arbitrary numbers to show a point. Equipment can hold these as well, increasing or decreasing ones resistance/vuln to it. I think that it should be limited to Imp level for better scrutiny of how much and where it is being placed in the game. There should be no reason that a piece should have more than 5, and not increased by enchant armor.</p>
<p dir="auto">I think that this system allows for a higher level of balance amongst races, and give slight bonuses/weaknesses to areas that have previously been neglected.</p>
]]></description><link>https://forum.v2.sentiencemud.net/topic/302/vulnerabilities-resistances-and-immunities</link><generator>RSS for Node</generator><lastBuildDate>Wed, 15 Apr 2026 21:35:02 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/topic/302.rss" rel="self" type="application/rss+xml"/><pubDate>Sat, 20 Aug 2005 17:17:08 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Vulnerabilities, resistances and immunities on Mon, 22 Aug 2005 03:15:40 GMT]]></title><description><![CDATA[<p dir="auto">another</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/3474</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/3474</guid><dc:creator><![CDATA[Ithilidin]]></dc:creator><pubDate>Mon, 22 Aug 2005 03:15:40 GMT</pubDate></item></channel></rss>