Thanks Blue XD
However, I'd just like to make sure that I'm actually understanding all this ... it might just be late and my brain is ceasing to function ... so bare* with me:
Toggle SpoilerIs that the correct bare? Oh god, brain really not functioning.
First I'm going to ignore the actual displayed game values 'cause they obviously are largely meaningless, though I do have a theory on that.
Toggle SpoilerMy theory goes like this: people like seeing big numbers, and 250 seems cooler than 50%
Also I'm going to ignore type since I would assume they all function the same way...
Appearence Modifer Value: 1.0 (100%)
Enemy Damage = 1.0
=damage taken: 0
Appearence Modifer Value: .5 (50%)
Enemy Damage = 1.0
=damage taken: .5
Appearence Modifer Value: .0 (0%)
Enemy Damage = 1.0
=damage taken: 1.0
Yes? No?
Now the experiment with your (Bluetooth's) mod that left me so confused:
Appearence Modifer Value: 1.0 (100%)
DamageTypeRespose: 100 (<- is that a percent?)
Enemy Damage: 9.0
=damage taken: ? (My suspicion is that it will be around 90.0)
Assuming I've got it right, why did you (BlueTooth) not meddle with the Appearence Modifer and instead go for the DamageTypeResponse?
P.s. You wouldn't in your extensive Fable knowledge know where monster base armour values are stored (their version of appearence modifier)? Is it in fact in CPerceivedThing as deathsvisage said?