That is the basic reason the people in this topic have problems:
There is NO RESISTANCE...
The numbers are rates, as in "Damage rate", and NOT resistances - that is the reason why every number defaults to 100% (100% of base damage taken = no change), and why lower numbers reduce the damage (95% of base damage is taken) while higher numbers increase damage (110% of base damage taken).
And that is why Tsukihime's proposition proves it 0% => 0% of base damage taken => absolutely no damage.
You're misunderstanding my post.
The reason I said "Assuming these are resistances" was to make sure he didn't mean something like Attack State, which would use an entirely different type of multiplicative stacking. I'm aware of how Damage/State Rates work, with 100% being the default. But "resistances" is a nice shorthand, I think.
I believe my point still stands: Assuming these are resistances/damage rates OR state rates, I feel that 100% and 0% would stack together to make 0%, whether it's additive or multiplicative, with 50% and 50% being the more effective test.
On the elemental topic, how exactly is damage calculated if skills have more then one element? 0% if the target is immune against one element? 200% (or whatever you choose) if it is weak against one element? A middle ground of these two?
At least if you wear two weapons it seems the engine prefers it like this: Weakness first > Normal damage second > Immunity last (and only if the enemy is immun against all elements it seems). Is there a basic rule for this?
There is a method in Game_Battler that looks like this:
#--------------------------------------------------------------------------# * Get Maximum Elemental Adjustment Amount# elements : An array of attribute IDs# Returns the most effective adjustment of all elemental alignments.#--------------------------------------------------------------------------def elements_max_rate(elements)elements.inject([0.0]) {|r, i| r.push(element_rate(i)) }.maxendTherefore, like you noticed with "weakness > normal > immunity", it should be taking the highest number from all valid % adjustments.
First of all, I wouldn't ever want to assign something as "Negate all Damage". Second of all, making you 100% resistant to a single element is simply specializing. If it takes you 4 pieces of equipment to become 100% Immune to Fire attacks... Well... all the other elements can still hit you and cause damage. Also, I do have armor that completely (or almost completely) negate certain types of damage. It provides a lot of variety in play...
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As for your question about Equipment that negates a particular type of damage and the player being able to stack it... Yes, I would want that. Why? Because I'm sitting atop something like 16 total Elements (which even include some physical types of hits and damage). Immunity to one is not immunity to all.
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The two major problems with the multiplicative resistances is that you'd have to explain to a player how they work so when they equip two items with the same resistance, they wouldn't feel cheated (or like you don't know how to do math) and that it's harder to design balance around multiplicative formulas than if the rates were simply additive.
I agree with you about the Elemental Resistances (and about how lots of elements makes for good variety), but I mostly wasn't referring to elemental resistances when I was giving the examples. Things like Berserk or Poison might represent a significant weakness for a character, and being able to completely negate that weakness by stacking a few items that happen to have 50% (or whatever) resistance to the state doesn't sit right with me - which is why I'm happy they're using multiplicatives. (And my question referred to items that would negate 25% of all damage, not to one element.)
I don't see how either of your "major problems" are really problems at all. Saying that an item "halves fire damage" or "halves the frequency that you're poisioned" should make it very clear to the player and shouldn't make them feel cheated when they stack two and get poisoned a quarter of the time that they normally would. I get that you're thinking of wording like "50% resistance to fire", which
might imply it could stack to 100, but even then, most gamers have seen multiplicative stacking in other games, like League of Legends.
And balance? I think it's actually more forgiving with multiplicative stacking. You don't have to be quite as wary, as the designer, about players "breaking" your balance with a clever combination of two items. Diminishing returns don't hit as hard as you're imagining, either - A 100 HP character gains 100 "effective health" against an element with their first -50% resistance item with multiplicative stacking, and 200 "effective health" with the second -50% resistance item. (In additive stacking, the first one gives you 100 and the second one gives you infinity - I don't see this as being good for easy balancing.)
Anyway, not saying your way or my way is necessarily better; there are definitely advantages to additive. But when you assert things like "whoever came up with multiplicative stacking needs a punch in the face", it seems clear that you're missing some of the wisdom behind the default game design.