I am trying to find information on how armor and damage calculations interact. I found an old thread from 3 years ago that showed the damage calculator class in the Taleworlds.Core.dll but I am not sure if this information is still accurate, furthermore I have yet to find anything on armor. I am...
In Bannerlord it seems like armor does nothing at all and it seems like it's being worked on in a recent/upcoming patch. What if instead of armor stats it's armor types instead, like cloth, light, medium and heavy armor. This way you can make armor as protective as you want and you offer more...
This thread is where we give TaleWorlds a(hopefully) good discussion about what we think armor should act like.
Currently it is not satisfactory, as expensive armor feels like it does little but weigh you down and only protect you from looters, which the 200 men I employ do a much better job of...
Concept example, add armor :
-> 20% reduction in damage received by a piercing projectile (does not affect javelins or throwing spears)
-> The projectile has a 10% chance of ricochet (this destroy has the impact without causing any damage to the character)
Skirmish only
stats balanced but...
INTRODUCTION
This thread was created to suggest a different approach to balancing armor and to intervene in the relationship they have with the attack system both at a distance, mainly to balance it, but also in hand-to-hand combat, to make it deeper.
The basic idea is to add a greater number...
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