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Expedition: general discussions.

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#1614
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As a rule, resistance in many expansions protects against any kind of magic, but in my opinion, it would also be good to introduce a distinction there. For example, someone might have 75% fire resistance but weak resistance to cold. And so on.
I think there will be separate resistances on armor, just like in my previous expansions. I will only partially unify the resistances themselves. For example, throwing an earth boulder is essentially equivalent to hitting with a sledgehammer, so it would be logical to create a single resistance against "impact" physics for them. I would like to remind you that I do not have the concept of "magical damage," except for special rare cases; magic acts indirectly through the same stones or whatever else can be used to harm the enemy. In general, my thoughts on resistances are approximately as follows:
1) impact physics: heavy weapons, earth, air
2) piercing physics: spears and piercing swords, some earth spells
3) cutting physics: swords, axes, and the like, as well as the element of water
4) "area" effect: burns from fire, acids and poisons, lightning, etc.
And yes, this is especially important in terms of armor/equipment. In terms of stats, it makes sense to separate only the first three options from the last fourth. Or create special skills.
I only remember aggro on Ormhild, who was a top-tier god compared to others. It just wasn't worth the investment. Moreover, not every warrior of ours was a tank.
Yes, that's what I was talking about.
 

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