Consider adding a modifier called "Material type" to armor sets.
Ex.1
item: Imperial cloth coif
material type : cloth
Ex.2.
item: Rangers Mail Shirt
material type: Metal/mail
Ex.3.
item: Vlandian Plate Armor
material type: Metal/plate
Ex.4.
item: Vladian Gambeson
material type: padded cloth
The idea being, that weapon damage react to the material type first and thereafter the armor value for damage reduction.
Ex. ( ">" = beats ,, "<" = do not beat)
cut > cloth
cut > padded cloth (for gameplay reason, padded cloth did work against cutting force, swords more so then axes)
cut > leather
cut < cured leather
cut < metal
cut > wood (shields) (doesn't do damage to person, but increased damage to shield hp)
cut > fur
pierce > fur
pierce > Metal/plate + mail
pierce < padded cloth
pierce > leather
pierce < cured leather
pierce > cloth
pierce > wood (shields) (doesn't do damage to person, but increased damage to shield hp, but more so than cut type damage)
blunt < padded cloth
blunt > cloth
blunt > Metal
blunt > leather (blunt trauma)
blunt < fur
blunt > cured leather
blunt < wood (shields)
cut/pierce/blunt > unarmored (Massively +100% more damage)
note: arrows should be cut and not pierce, only bodkins and bolts should be pierce.
if the weapon beats the material type, damage occurs as normal or with slight bonus, example below, increase brutto damage with 15% for every counter.
(depending on effectiveness of dmg out vs material type, ex. pierce against cloth should not give bonus as its not countering cloth, as in, cloth wouldn't absorb any damage anyway),
then apply the armor value reducing the net damage.
if the weapon don't beat the material no damage or negligible damage is done. most likely the latter for balance. could be something in the line of, reduce brutto damage output by 75% (or as in the example below, reduce brutty damage with 15% for every counter) , and then add armor value damage reduction.
Note: bonus damage (+-) could vary depending on how good it is af countering the material.
Ex.
Weapon: Spiked Mace
damage type: Blunt + piercing
Damage: 55 bp
\AGAINST/
body armor: Plate armor
material: metal/plate,
armor value:30
Damage output to chest at 1m/s:
55*(1+15%+15%)=71bp-30=41bp dmg applied on hit
Ex.2.
Weapon: short sword
damage type: Cut
swing: 41c
thrust: 34p
\AGAINST/
body armor: Plate armor
material: metal/plate,
armor value:30
Damage output to chest at 1m/s:
swing: 41*(1-15%)=34c-30=4c dmg applied on hit
thrust: 34*(1+15%)=39p-30=9p dmg applied on hit
ex.3
Weapon: mace
damage type: blunt
swing: 62b
\AGAINST/
body armor - cape: padded cape (over the shoulders covering chest like, the green hood)
material : padded cloth
armor value: 8pc
body armor: Plate armor
material: metal/plate,
armor value: 30mp
Damage output to chest at 1m/s:
swing: (62*(1-15%)-8pc)*(1+15%)=51b-30mp=21b dmg applied on hit
The overall idea being, to make a "rock paper scissor" system, with as much realism as possible.
ex.
Bows did not defeat plate armor, that's why plate armor was invented, and in turn the crossbow was invented to defeat plate armor.
crossbow(pierce) > Plate(metal) > bow(cut) > crossbows (because of mobility+speed of bows)
making bows do Cut damage and crossbows pierce makes up for this. but with the material type modifier its even possible to make arrows bounce off plate (as in real life), for gameplay reason, stronger bows, with right arrows (bodkins) would still pierce plate somewhat.
Ex.1
item: Imperial cloth coif
material type : cloth
Ex.2.
item: Rangers Mail Shirt
material type: Metal/mail
Ex.3.
item: Vlandian Plate Armor
material type: Metal/plate
Ex.4.
item: Vladian Gambeson
material type: padded cloth
The idea being, that weapon damage react to the material type first and thereafter the armor value for damage reduction.
Ex. ( ">" = beats ,, "<" = do not beat)
cut > cloth
cut > padded cloth (for gameplay reason, padded cloth did work against cutting force, swords more so then axes)
cut > leather
cut < cured leather
cut < metal
cut > wood (shields) (doesn't do damage to person, but increased damage to shield hp)
cut > fur
pierce > fur
pierce > Metal/plate + mail
pierce < padded cloth
pierce > leather
pierce < cured leather
pierce > cloth
pierce > wood (shields) (doesn't do damage to person, but increased damage to shield hp, but more so than cut type damage)
blunt < padded cloth
blunt > cloth
blunt > Metal
blunt > leather (blunt trauma)
blunt < fur
blunt > cured leather
blunt < wood (shields)
cut/pierce/blunt > unarmored (Massively +100% more damage)
note: arrows should be cut and not pierce, only bodkins and bolts should be pierce.
if the weapon beats the material type, damage occurs as normal or with slight bonus, example below, increase brutto damage with 15% for every counter.
(depending on effectiveness of dmg out vs material type, ex. pierce against cloth should not give bonus as its not countering cloth, as in, cloth wouldn't absorb any damage anyway),
then apply the armor value reducing the net damage.
if the weapon don't beat the material no damage or negligible damage is done. most likely the latter for balance. could be something in the line of, reduce brutto damage output by 75% (or as in the example below, reduce brutty damage with 15% for every counter) , and then add armor value damage reduction.
Note: bonus damage (+-) could vary depending on how good it is af countering the material.
Ex.
Weapon: Spiked Mace
damage type: Blunt + piercing
Damage: 55 bp
\AGAINST/
body armor: Plate armor
material: metal/plate,
armor value:30
Damage output to chest at 1m/s:
55*(1+15%+15%)=71bp-30=41bp dmg applied on hit
Ex.2.
Weapon: short sword
damage type: Cut
swing: 41c
thrust: 34p
\AGAINST/
body armor: Plate armor
material: metal/plate,
armor value:30
Damage output to chest at 1m/s:
swing: 41*(1-15%)=34c-30=4c dmg applied on hit
thrust: 34*(1+15%)=39p-30=9p dmg applied on hit
ex.3
Weapon: mace
damage type: blunt
swing: 62b
\AGAINST/
body armor - cape: padded cape (over the shoulders covering chest like, the green hood)
material : padded cloth
armor value: 8pc
body armor: Plate armor
material: metal/plate,
armor value: 30mp
Damage output to chest at 1m/s:
swing: (62*(1-15%)-8pc)*(1+15%)=51b-30mp=21b dmg applied on hit
The overall idea being, to make a "rock paper scissor" system, with as much realism as possible.
ex.
Bows did not defeat plate armor, that's why plate armor was invented, and in turn the crossbow was invented to defeat plate armor.
crossbow(pierce) > Plate(metal) > bow(cut) > crossbows (because of mobility+speed of bows)
making bows do Cut damage and crossbows pierce makes up for this. but with the material type modifier its even possible to make arrows bounce off plate (as in real life), for gameplay reason, stronger bows, with right arrows (bodkins) would still pierce plate somewhat.
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