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Showing results for tags 'dr'.
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Hello I'll get straight to the point: I'd like to mod the game, and add a DR passive effect every certain amount of levels to the monk class. Sort of like the passive you get every several levels that increases unarmed damage. Maybe I could just add a DR effect to it and save myself the trouble of trying to add something completely new. My reason is, that I like the unarmed martial arts no armor theme of the class, but every time I tried to start a game as a monk, I felt either very weak and useless, or had to stray from the theme and use medium or heavy armor to utilize the wound
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[1.0.3.0530, linux, GoG] Problem: Even when proofing enchantment of armors works differently compare to proofing and other DR bonuses from items, the stacking rule sees those as in the same category. This is probably a feature. However, when suppression mechanism is applied, the decision which of the buffs is higher isn't done properly. At least in several instances this may lead to wrong suppression. Concrete examples and steps to preproduce: Used Items: -- Freeze-proofed Fine Scale Armor (Freeze-Proofed: +3 Damage Reduction (Freeze)) -- Cloak item Shroud of Mourning (Freeze-Pr
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Deflection stacking, deflection stacking all the way. A character with very high Deflection enjoys many advantages. He lasts very long in combat, and being heavily outnumbered and surrounded doesn't bother him that much, because it doesn't make him easier to hit. Deflection also avoids many attacks altogether (Knocknown, poison, disease as secondary effects). I don't read about DR stacking on this forum nearly as often. Don't you think DR stacking is too weak ? DR comes with more limits, for example at least 20% damage always goes through. Each attack always deals damage no matter how thic