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Just as weapons have pierce damage, slash damage and blunt damage, armors should also have pierce resistance, slash resistance and blunt resistance.

Padding offers some more resistance against blunt due to the cushioning effect, but not that much against slash and even less against piercing.
Chain mail offers more defense against slashes, but really not that much against piercing and barely anything against blunt.
Any sort of plates offers a lot of defense against both slash and piercing, more against slash than piercing, but almost nothing whatsoever against blunt (it can actually even increase blunt damage due to the plates bending or ripping and causing more damage).

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deGoucan Scrolls Index
 
Any sort of plates offers a lot of defense against both slash and piercing, more against slash than piercing, but almost nothing whatsoever against blunt (it can actually even increase blunt damage due to the plates bending or ripping and causing more damage).

How do you deal with the fact that virtually all the plate armors in this game are depicted (quite accurately) with mail and padding underneath?
E5upxgo.png

edit:
The Southern Scale Armor in this picture is plate type according to spitems.xml. But there is quite clearly more mail than metal plates/lames, by a significant amount, even discounting the leg armor. The scales themselves are tied onto a thick backing material, which itself sits atop the mail. Then under hte mail, there is what looks to be another layer of padding, probably not as thick yet still going down to the wrists. And of course the legs have additional padding due to the fact it comes with pants.
 
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How do you deal with the fact that virtually all the plate armors in this game are depicted (quite accurately) with mail and padding underneath?
E5upxgo.png

edit:
The Southern Scale Armor in this picture is plate type according to spitems.xml. But there is quite clearly more mail than metal plates/lames, by a significant amount, even discounting the leg armor. The scales themselves are tied onto a thick backing material, which itself sits atop the mail. Then under hte mail, there is what looks to be another layer of padding, probably not as thick yet still going down to the wrists. And of course the legs have additional padding due to the fact it comes with pants.

I'd imagine you would adjust the damage resistances accordingly. Meaning an armor would have a number in each resistance and the amount it has in each of those resistances would depend on its composition.

BTW: Character looks awesome in that pic.
 
How do you deal with the fact that virtually all the plate armors in this game are depicted (quite accurately) with mail and padding underneath?
E5upxgo.png

edit:
The Southern Scale Armor in this picture is plate type according to spitems.xml. But there is quite clearly more mail than metal plates/lames, by a significant amount, even discounting the leg armor. The scales themselves are tied onto a thick backing material, which itself sits atop the mail. Then under hte mail, there is what looks to be another layer of padding, probably not as thick yet still going down to the wrists. And of course the legs have additional padding due to the fact it comes with pants.
I'd imagine you would adjust the damage resistances accordingly. Meaning an armor would have a number in each resistance and the amount it has in each of those resistances would depend on its composition.

BTW: Character looks awesome in that pic.


As TONSofAG said. Adjusting accordingly to the materials.
The armor's resistance is already split into Body, Arms & Legs, what would happen here is that each body part would be split into P: B: & S:
Body: P:# B:# S:#
Arms: P:# B:# S:#
Legs: P:# B:# S:#

The parts with plate would have lower blunt resistance and very high slash resist and good pierce resist because even if there is mail and padding under, the plate would still cause more damage due to its deformation after a blunt strike and it is plate scale so pierce still has some penetration going at crevices. An armor that did not have a padding underneath would cause SEVERELY higher damage in parts covered with plate scale.
The arms and legs would have good slash resistance and some blunt resistance but almost no resistance to piercing as neither the mail nor the padding offer good protection against piercing damage.

So against someone with an armor like the example you gave:
Someone with a mace would try to aim for the chest
spears, pikes, javelins, bolts and arrows would be aimed at the arms and legs
Slashes would be aimed at the unprotected neck or the arms and legs when not possible.
 
Padding offers some more resistance against blunt due to the cushioning effect, but not that much against slash and even less against piercing.
Chain mail offers more defense against slashes, but really not that much against piercing and barely anything against blunt.
Any sort of plates offers a lot of defense against both slash and piercing, more against slash than piercing, but almost nothing whatsoever against blunt (it can actually even increase blunt damage due to the plates bending or ripping and causing more damage).

I think it could be funny if it would be like this for helmets/head, maybe even collision-wise.
And then with different sounds, so cutting a padded coif would make an other noise than blunting a kettle hat, for example.

But otherwise it would get complicated cause different armor-types often overlap, as it was already mentioned.
But i think shoulders/chest/abdomen could be seperate hit-locations.
In the inventory it could look like this :
from the pieces of armor on the left arrows/lines point to the hit-locations on the character in the mid,
and bubbles are attached in the mid of the lines, with the numbers in it.
The lines from different armor pieces meet at the locations on the character,
at another bubble, wich has a number for the cumulated armor.
 
I think this is a layer of complexity which doesn't really add much and is too nuanced to pay attention to. People barely use blunt weapons as it is, they just go for whatever has the highest raw damage output or reach, because changing weapons mid-fight based on your opponent's specific armour is a bit ridiculous and doesn't fit the pace of the game. If I see an enemy I just swing for them without trying to maximise damage by switching weapons, because getting more attacks in is way more efficient than doing slightly more damage.
 
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