wewenako19 wrote:Yeahsper wrote:wewenako19 wrote:kinda confuse about the armor defense is it should be amount of the physical damage absord or deduct rather chance enemy hits you kinda have same with DodgeAvoidEvade. And should Median-XL consider block chance not exclusive w/ shield type build .. given the shield that increases the base block chance but you could also block even you not using shield but in a small block chance u can block using your weapon or armor thats durabilty works. just my opinion waiting for next season
There is already physical resistance, also pretty sure it's not easy to just change defence to something entirely different aswell. There is other block than shields, assassin have claw block.
thats the point ass. has claw block dont you thnk other weapon can block also a attack? same mechanics w/ claw block i think that you cant or dont move to active the block chance (trap sin?). then physical resist kinda confused me should it be the one why we increase our defense to have resist in incoming physical nor %chance to get hit like a DAE mechanics , anyone know how physical resust works? thanks appreciate it.
Well, Diablo 2 has always been that way. I'm not trying to say it's the most optimized system. But that's what the modders had to work with. It could may be possible to change that. But that's only calculating in hundrets of hours overtime for marco & co. And for such little gain, that's way too much work. Though the question whether it's even possible is still open if you remind yourself that Blizzard still hasn't released the source code for Diablo 2, which would make modding this game a thousand times easier (this is probably an understatement).
And even 1% base block chance is already a lot if you consider how many stats you gain in late game. Even more so on certain characters like Paladin and Barbarian. To put that into perspective: 1% is only half the base block chance necromancers have on their class specific shields. And class specific shields always have 1% more than normal shields.
On a different note, you'd have to rebalance a 5% chance to be hit with 50% damage reduction entirely. That means, new damage scaling on every single monster. New block chance progression. New defense scaling. New Attack Rating scaling of monsters. That's simply way too much work.
It's better to stop thinking of realism in a modification of a 20-year old fantasy game that's so old that back then the best approach was considered to be: using D&D mechanics. There's no need for offensive language either btw.
And to answer your question: Physical resist does exactly what it says. It works like any other resistance, reducing your incoming damage by a percentage. 20% physical resist means you only receive 80% of the damage. 50% means all incoming physical damage is halved.