
Put into lay terms, my locus "damage = alpha*armor^2" is effectively equivalent to a flat deduction followed by a percentage reduction. Done smoothly. This was discussed briefly in IRC (when I wasn't around :-/ ).
In the end, though, I'm pretty sure DarkGod has the final say

And, so, I'm going to end with two much simpler graphs:DarkGod wrote:All a player needs to know is that "more is better, but the more you have the smaller the effect", if you need to know the precise formula to succeed, something else is wrong
using alpha = 0.02 (for comparison) As you can see, both the "tiger_eye" method and the "marcotte" method behave similarly such that the larger the input damage compared to the armor, the more % damage will be done. Conversely, if input damage is small compared to the armor, the less % damage will be done. We both seem to like this behavior

Ciao!