Cryomancer
Arcane
I just don't get why so many games uses it. In nutshell :
1 - It is no different than increased hp. If the enemy has 50% cold damage, he can just have 2x hp vs a cryomancer and that is it. While in a game where he has X DR, the same enemy could be immune to low level cryomancy and his armor be almost worthless vs high level cryomancy.
2 - It homogenizes the damage source. With flat damage reduction in fallout new vegas, you have large caliber firearms and armor piercing rounds like the .45-70 lever action brush gun and the bolt action .50 BMG armor piercing anti materiel rifle being amazingy to deal with supermutants, deathclaws, armored robots and so on, despite being relative low damage per second weapons. If FNV din't had flat damage reduction, a .45 ACP SMG would be the most efficient weapon in the game, regardless of enemy armor.
In Skyrim, there are no reason to use "expert" destruction spells when apprentice destruction spells can dish more damage per mana and no reason to use a warhammer over a sword.
In Dragons Dogma, you have shortbows and longbows. Longbows can OutDPS shortbows vs heavier armor at larger ranges and shortbows at low range vs lighter armor. If the game had flat damage reduction, shortbows would be objectively better in any situation. Killing the "ranger" profession. Same with warhammers vs swords for fighters.
3 - It kills the sense of progression.
While I was playing Gothic 2 - Returning as a Necromancer, there was some enemies which just could't be damaged by my dark magic. A lot of powerful demons don't take damage from circle 3 spear of darkness and even circle 4 deathball, they soak a lot of damage. Low level dark magic just can't do anything vs a archdemon. Only high necromancers(circle 4+) could damage then.
Before becoming a high necromancer, I had to resort to scrolls, summons or other strategies to deal with some enemies and now I can deal with then. That gives a huge sense of progression. If I could as a circle 1 necromancer kill a archdemon, all sense of progression of getting newer spells will be lost. You go from no damage to a bit of damage to a lot of damage(when become a archmage) without a ridiculous number inflation. That is only possible with flat damage reduction.
In normal unmodded Gothic, each upgrade in armor means that less enemies can damage you. That gives a huge sense of progression in end game.
4 - It is nonsensical.
Imagine power armor from fallout universe. How a .22 LR hollow point can deal any damage to it? Arrows vs armor, or the arrow has sufficient power to pierce(and hit in a adequated angle) it or not. The idea that a plate armor would be equally effective vs a children's toy bow or vs a siege ballista with bodkin arrow and would just reduce the poison and piercing damage by X is ridiculous.
- It works not differently than increased HP
- It homogenizes the damage source and makes easy to find the "best DPS"
- It kills the sense of progression
- It is nonsensical.
1 - It is no different than increased hp. If the enemy has 50% cold damage, he can just have 2x hp vs a cryomancer and that is it. While in a game where he has X DR, the same enemy could be immune to low level cryomancy and his armor be almost worthless vs high level cryomancy.
2 - It homogenizes the damage source. With flat damage reduction in fallout new vegas, you have large caliber firearms and armor piercing rounds like the .45-70 lever action brush gun and the bolt action .50 BMG armor piercing anti materiel rifle being amazingy to deal with supermutants, deathclaws, armored robots and so on, despite being relative low damage per second weapons. If FNV din't had flat damage reduction, a .45 ACP SMG would be the most efficient weapon in the game, regardless of enemy armor.
In Skyrim, there are no reason to use "expert" destruction spells when apprentice destruction spells can dish more damage per mana and no reason to use a warhammer over a sword.
In Dragons Dogma, you have shortbows and longbows. Longbows can OutDPS shortbows vs heavier armor at larger ranges and shortbows at low range vs lighter armor. If the game had flat damage reduction, shortbows would be objectively better in any situation. Killing the "ranger" profession. Same with warhammers vs swords for fighters.
3 - It kills the sense of progression.
While I was playing Gothic 2 - Returning as a Necromancer, there was some enemies which just could't be damaged by my dark magic. A lot of powerful demons don't take damage from circle 3 spear of darkness and even circle 4 deathball, they soak a lot of damage. Low level dark magic just can't do anything vs a archdemon. Only high necromancers(circle 4+) could damage then.
Before becoming a high necromancer, I had to resort to scrolls, summons or other strategies to deal with some enemies and now I can deal with then. That gives a huge sense of progression. If I could as a circle 1 necromancer kill a archdemon, all sense of progression of getting newer spells will be lost. You go from no damage to a bit of damage to a lot of damage(when become a archmage) without a ridiculous number inflation. That is only possible with flat damage reduction.
In normal unmodded Gothic, each upgrade in armor means that less enemies can damage you. That gives a huge sense of progression in end game.
4 - It is nonsensical.
Imagine power armor from fallout universe. How a .22 LR hollow point can deal any damage to it? Arrows vs armor, or the arrow has sufficient power to pierce(and hit in a adequated angle) it or not. The idea that a plate armor would be equally effective vs a children's toy bow or vs a siege ballista with bodkin arrow and would just reduce the poison and piercing damage by X is ridiculous.