Add many damage bonuses and resistances in the right order
A sword, a ring, a potion and a curse all change one hit. Add them in the wrong order and numbers explode, vanish or let a hero shrug off a whole element. Here is the order that stays predictable, and what to do about maxed-out resistance.
Why this works
Bonuses of the same kind add, bonuses of different kinds multiply. Fixing the order once means a player can predict what a new item does, and a limit on resistance keeps one stat from ending the fight before it starts.
When not to use it
Skip the layers in a small game with only a few items, where a single plain sum is easier to read. Also skip the cap when immunity is a deliberate reward, such as a late boss area built around one element.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Add many damage bonuses and resistances in the right order" (read_entry damage-bonus-order-and-resist-cap) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP