Tor_Heyerdal wrote:Also, I don't know for certain, but I would be inclined to imagine that 'luck' might play a role in whether or not a character wakes up from sleep. And I would also be inclined to think that there is no such thing as poison/sleep/etc resistances, but I could certainly be wrong about that.
You are correct, those don't exist in SF2. Nor does luck for that matter. I initially meant this to be more of a developer end question as opposed to a player end question so sorry for the confusion XD. Having a resistance for every ailment is more of a "you now have more control over stuff" feature on the developer's end. That being said, I probably wont use most of them. I do like the global 'luck' idea though. Makes sense for waking up, snapping out of stuns, ect.
Stordarth wrote:In SF2, all status effects inflicted via an attack actually replace critical hit bonus damage. Essentially, poison is the critical hit.
Yeah I remember that. Not 100% sure I'd go that rout though, at least for my game. I might add a toggle option for it though. Does it test for crit and then poison? Or does it simply just test for poison? In other words,
Rya.Reisender wrote:Too many resistances and calculations would make the game too complex imo. I kinda like that Shining Force is simple.
Also I like that poison replaces critical hits. Getting poisoned is frustrating enough, don't need to be a critical hit on top of that.
I agree that having too many resistances would make things more complex. I myself probably wont use most of them for my game, however it's safer to build in variables and not use them, than to not build them in and need them later on.
If I can add an option for having ailments replacing crits, I will do so.
If a character like Peter has a Burn DoT inflicted on him, should his fire resistance effect how much damage he takes?