Armor as a %
Posted: Sat Oct 02, 2010 1:48 am
I think its been brought up before but most people agree that its hard to stay "in the sweet spot" in terms of damage when armor functions as a straight subtraction. For example:
Beefy tanked out fighter wades through hordes taking ZERO damage from them because he has 100 armor. Then he runs into a boss. Boss swats him with assault or something similar for 500 base damage. FOUR HUNDRED still gets through to our super beefy, ensconced in mithril, uber-fighter. Thats a mere 20% reduction from the flimsiest of level 1 characters. Something here isn't right.
Say, instead, that 100 armor translates into 65% reduction. Now our fearless warrior takes 35 damage from each member of the aforementioned horde. Not an incredible amount by any means, but remember, this is a fighter. He doesn't have phase door except in scroll form, potions are fairly weak and he has no healing spells or magical shields (again except in the form of kinda weak scrolls). Anyway, he maintains a tactical advantage, manages his stamina and cooldowns through baddies who can suddenly hurt him, and eventually runs up against the boss again. Boss proceeds to swat him in the face once again. 500 base damage. However, with his spiffy new armor calculation, only 175 gets through to him. This is good because even unloading as hard as he can, it'll still take quite a few rounds to bring this boss down.
On a semi-related note, I would also like to propose making Defense MUCH rarer than it is now. Realistically I don't think anyone should be able to reach 25% avoidance except shield users and MAYBE rogues (obv monks too if they get included). This will help prevent the dodgedodgedodgedodgedodge*SPLAT* effect that has affected so many games in the past *cough*WoW*cough*. If this happens, damage will need to be toned down to compensate but it should make for a much less insta-gibby experience.
Beefy tanked out fighter wades through hordes taking ZERO damage from them because he has 100 armor. Then he runs into a boss. Boss swats him with assault or something similar for 500 base damage. FOUR HUNDRED still gets through to our super beefy, ensconced in mithril, uber-fighter. Thats a mere 20% reduction from the flimsiest of level 1 characters. Something here isn't right.
Say, instead, that 100 armor translates into 65% reduction. Now our fearless warrior takes 35 damage from each member of the aforementioned horde. Not an incredible amount by any means, but remember, this is a fighter. He doesn't have phase door except in scroll form, potions are fairly weak and he has no healing spells or magical shields (again except in the form of kinda weak scrolls). Anyway, he maintains a tactical advantage, manages his stamina and cooldowns through baddies who can suddenly hurt him, and eventually runs up against the boss again. Boss proceeds to swat him in the face once again. 500 base damage. However, with his spiffy new armor calculation, only 175 gets through to him. This is good because even unloading as hard as he can, it'll still take quite a few rounds to bring this boss down.
On a semi-related note, I would also like to propose making Defense MUCH rarer than it is now. Realistically I don't think anyone should be able to reach 25% avoidance except shield users and MAYBE rogues (obv monks too if they get included). This will help prevent the dodgedodgedodgedodgedodge*SPLAT* effect that has affected so many games in the past *cough*WoW*cough*. If this happens, damage will need to be toned down to compensate but it should make for a much less insta-gibby experience.