Board Thread:Wiki Discussion/@comment-16047389-20140929144318/@comment-16047389-20141009172838

This is why I wanted to run the template by here before giving it a test run.

First off, I'm not a fan of this method either. I mainly used it here simply because it was used for the Dark Souls Defense template, and that one was based of information provided by strategy guides and outside sources. I find the differences of levels of resistance to poison in Dark Souls 2 very minimal. Honestly, I'd prefer to use a simply "Yes" or "No" to define if the enemy can or cannot be poisoned. Or perhaps "Vulnerable" and "Immune". I don't know how this is to be handled for bleed damage though. I don't know if we should put down whether the target is vulnerable to bleed or not OR if it should be used to right down how much the bleed will hit for (usually an enemy bleeds for 30% of their max health, but this varies on bosses and larger enemies).

To address the main concern, my initial idea on finding the data would be done with real time testing. The physical resistances would be the easiest to determine. Compare the maximum damage that the equipped weapon lists and compare it to how much damage is actually done. For example the weapon says it would deal 300 physical damage, the royal swordsman takes only 250, thus the resistance to slash damage is roughly 17%. This testing would likely be done with at least three different weapons of the same damage type to help eliminate inconsistencies such as hilt hits or weapons that use two types (i.e. slash/thrust) of damage.

The harder ones to determine would be elemental defenses, as there are currently no charts that compare how much each spell does based on the catalyst, flame, or chime equipped. Magic might be the easiest to find if the Moonlight Greatsword could be used, but the best bet to finding accurate resistances against elemental damage, would be to use a "base target" that has so little resistance to the element, that they would either be taking the entire base damage or close enough to count. We would then compare that data to each other mob while using the same spell (i.e. Soul Arrow against Hollow Prisoner vs Soul Arrow against Royal Swordsman). Elemental defenses may also just be a lengthier process to work out how we would want handled, so we might just be able to leave the Missing Data template in their place for a while. The idea though is that we want the user to be able to look at the chart and determine what the most effective element to use against the enemy is, and how effective they can expect it to be.

Resistances will be the easiest to handle, as most of them are simple "Yes" or "No" types (Can they be poisoned? Can they be parried? Can they be backstabbed?).

Also, I didn't come up with that tag at the bottom. It's the one we used for any Artorias of the Abyss content that had defense charts. We could very easily switch it out for something else. I just wanted to get started on testing this template so that it will be easier to determine how we want to implement this.