Hi fellas
So, right now monster stats are arranged like this (courtesy of C.W. Roseus):
What if there was more to a monster’s stats than that?
What if there were specific resistances to archetypes?
For example:
Stun Resistance reduces the seconds of Stun received by x%.
Poison Resistance reduces the damage of poison tick and the duration of poison status by x%.
Sleep Resistance reduces the chance of being put asleep by enemies by x%
Accuracy reduces the chance of your attacks getting redirected by x%
The value could also be NEGATIVE: in that case, the chance is increased and not reduced.
E.g. negative Sleep Resistance would make you more susceptible to Sleep.
How it would (roughly) look:
This could serve as a way to balance some monsters, by making them more or less resistant to certain archetypes.
Not only that, but it could be used to implement @Randolph’s solution to the Stun problem:
After getting stunned, a monster’s Stun Resistance would go up by an amount proportional to how much it was stunned, continuously increasing until it caps at 100.
Same for Sleep and Poison (resistance to them increasing proportionally to the time the ailment was in effect, immediately after it wears off).
Those values should also have a specific cap: for example, Sleep Resistance shouldn’t be generally higher than 15 (else it would unnecessarily destroy Sleep), while Poison and Stun Resistance could well cap at 50 without any significant problem.
Passive skills like Stun Immunity, Poison Immunity, Sleep Immunity and Focus would still exist: their effect would be to make their respective value become 100.