suchbalance wrote:Even if we assume your idea is implementable, it is not very good.
There are quite a few things wrong with it, I agree

I've highlighted those reasons in red below.
But let's discuss it, just for the sake of discussion.
suchbalance wrote: - You require every single character in the game to get this new defensive stat on their equipment. Bad design. For example right now in mxl defence is a very important stat but glass cannons like assassins and bowzons/javazons etc can thrive without it. No other stat in the game is necessary in every area. (yes even something as ubiquitous as resistances is not needed in TA for example)
I don't think that's necessarily a bad design. Every gear of a particular type will have it, so it's not going to limit your gear selection. It's more like a new type of item tier.
suchbalance wrote:- Every single existing runeword/unique/set etc. item has to be reworked to include your stat - huge workload.
This is the biggest problem with it outside of technical limitations and balance concerns, I agree.
suchbalance wrote:- No skills have this stat and yet it is of paramount importance. Do you just add it to every passive skill on every build? Won't that make all these skills bland? Maybe just to some or maybe to none? Don't you think this stat makes the gear you have equipped WAY more important to your character performance than the player's skill level? I don't think that's a good thing.
This would definitely not be in any passive skill. The whole point of it is to require players to proceed through some sort of gear progression or penalize them appropriately for trying to skip it. It doesn't eliminate player skill from the equation, any more than having different item tiers removes it.
suchbalance wrote:- You are punishing experienced players by adding unnecessary tediousness based checks. Why am I being forced to do K3K 50 times and then TA 50 times just so I can run fauzt? Is what people will be asking. If you know what to do and how to best achieve it you will progress faster through the game than someone who does not. Your stat runs counter intuitive to good play. It doesn't matter how long you have been playing, or how well you planned your character, or what your APM is - if you don't have 55 Archon points no Fauzt for you!
Well by that logic the game shouldn't have any quests or leveling either, since you can't do ubers in Destruction without going through all that. The whole idea is to extend the progression of your character. Also please don't name them Archon points.
suchbalance wrote:- Limits. Say I need 50 Archon points to have Fauzt monsters be scaled as they are now aka the minimum for it to be doable. Let's say I'm a newbie and I farmed gear from lower ubers or traded for items that give me 100 Archon points - now I can faceroll fauzt without any defence/dr/block or sustain. As a newbie what have I learned about the actual interesting median xl stats? Nothing. Why does this happen? Because your stat reduces ALL damage - the effect is super powerful. And while in theory you could always say "the numbers can be balanced right to prevent this" in practice they cannot.
Yeah, this is a problem, I admit
Ideally it would just make monsters in ubers easier up to a certain level and not beyond that.
suchbalance wrote:- Not to mention that the concept is extremely long winded and will be hard to explain to newer players.
Not really. You can just say "This stat reduces all incoming damage and is necessary to do the more difficult ubers due to how high the monster damage in them scales"
Marco wrote:damage divisor is already implemented. I don't see what's the point of using it in your idea though. If you want to make monsters do more damage (2x, 3x) in the uber order you mention, this is already possible.
whist wrote:Yeah this reduction stat really was implemented to expand monster's life without rewriting the old engine from scratch. Basically, if you have a monster with 1,000,000 life, and give it 100 damage division, it effectively simulates 100,000,000 life.
I know. The point isn't just to raise monster damage by huge amounts, it's to also give players a way to raise their hitpoints by huge amounts by gear scaling. It would open up a way to massively scale characters in a new way, outside of the current hp/block/def/dodge/DR etc. defense paradigms. That would truly make higher tier armors more powerful.
Nitz wrote:Perfect, just pick ranged one or make a suicide char and farm duncraig. Other ubers become useless. Also summons will die instantly without that bonus.
Yeah, I think if this were to be implemented you'd have to scale monster HP too similarly and add another stat for players to reduce that, as I said. That would make it so ranged characters would have a slight edge in farming Duncraig before any other ubers, but realistically would get stomped before they can get very far. Can't think of a way to help summons, unless your summons also inherit this stat from you? IDK.
In the end it's probably too much work and has a lot of problems that you'd have to fix. Better suited for a D2 mod starting from scratch, not a well-established one like MXL. Oh well, hopefully there'll be other ways to encourage progression (aside from just XP grind, which I find tedious).