Quote:
Originally Posted by Pudge
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looking at the graph, I'd say the "partials" area is way too condensed - give it some room to breathe, have partials land for a wider range
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I'll argue the exact opposite, because widening the partial damage range only further promotes randomness as a deciding factor in the outcome of fights.
According to that graph, the low-high damage band is essentially static for all resist values. If anything, it should
narrow with increasing resists (by reducing the high damage end of the range, not raising the low end) as a reflection of the player's decision to gain some insurance by stacking a resist at the cost of other stats/resists.