The current armor formula (I gather) is:
I am in favor of (and think it would be more realistic):
This makes a nice, smooth, asymptotic graph. Damage is reduced by a maximum of 'armor', if the damage is very high. Lower amounts of damage are reduced by less, though you're still totally immune to damage that is much lower than your armor. I'd love to post a couple Excel graphs, but alas, this forum won't host images.
It would prevent the 'invincibility' syndrome of wearing full plate, for example. If you have 60 armor and are dealt 50 damage from a heavy 2-handed axe, currently, you take 0 damage. In reality that should hurt a lot. In the proposed armor model, you would take 50^2/(50+60) = 2500/110 = 22 damage.
Obviously, if the new damage model were implemented, all armor numbers would have to be revised - although, trivially, multiplying them all by 2 should do the trick (in that case, the axe would deal 14 damage), or even 3 (10 damage).
The point is that there is currently this weird discontinuity below which you are invincible and above which armor no longer offers increasing protection as it should (since a more powerful strike will cause the armor to absorb more energy by deforming or tearing more).
It's also possible to do a blend or weighted average of the two models, of course... or use the old model for arrows/bolts and new model for melee/thrown/trample.
By the way, don't worry about pierce/blunt for now - those modifiers would just be multiplied into the 'armor' number.
插入代码块:
damage = max(0, rawDamage - armor)
I am in favor of (and think it would be more realistic):
插入代码块:
damage = floor((rawDamage^2) / (rawDamage + armor))
This makes a nice, smooth, asymptotic graph. Damage is reduced by a maximum of 'armor', if the damage is very high. Lower amounts of damage are reduced by less, though you're still totally immune to damage that is much lower than your armor. I'd love to post a couple Excel graphs, but alas, this forum won't host images.
It would prevent the 'invincibility' syndrome of wearing full plate, for example. If you have 60 armor and are dealt 50 damage from a heavy 2-handed axe, currently, you take 0 damage. In reality that should hurt a lot. In the proposed armor model, you would take 50^2/(50+60) = 2500/110 = 22 damage.
Obviously, if the new damage model were implemented, all armor numbers would have to be revised - although, trivially, multiplying them all by 2 should do the trick (in that case, the axe would deal 14 damage), or even 3 (10 damage).
The point is that there is currently this weird discontinuity below which you are invincible and above which armor no longer offers increasing protection as it should (since a more powerful strike will cause the armor to absorb more energy by deforming or tearing more).
It's also possible to do a blend or weighted average of the two models, of course... or use the old model for arrows/bolts and new model for melee/thrown/trample.
By the way, don't worry about pierce/blunt for now - those modifiers would just be multiplied into the 'armor' number.




