Timmet
Recruit
Hey Devs & Vets, like many of You I'm HEMA and enthusiast, so I find MB armor issue unsatisfying. So I was thinking a bit at work and something came up - now I know it may be too late for 3.8, or maybe it's hardcoded or sth anyway, but still I'd like to present my idea of armor types and I hope to inspire some changes.
In reality, the only way to damage an opponent armored in plate, is to dense the plate with blunt wp or to pierce/cut in gaps. In game, plate armor behaves the same way as a dress with better damage reduction. This makes missile weapons OP and takes away the main advantage of heavy amor.
I divided armors into 4 main types; the letter would stand next to armor rating, similiar to damage type next to damage:
C-cloth
G-gambeson (padded in fact, but P suits plate better)
M-mail
P-plate
This is how it should look like, starting with missile weapons damage:
Cloth armor is hit by every projectile (100% to hit) with 100% base damage (minus armor rating);
Gambeson - 100% to hit with 80% base dmg [since padding absorbs some force of impact] except for Noldor arrows, Mettenheim bolts & Steel bolts, they hit with 100% base dmg [since they're made of materials harder than padding and penetrate without major loss of force].
Mail - 33% (plus 1/10xWP - because proficiency is about aiming in the right spots) to hit [hit on gap or pierce a ring/scale/plate without breaking the arrow shaft] with 80% base dmg [since there is padding beneath...].
Exceptions: Noldor arrows, Mettenheim bolts - 100% hit with 100%dmg; Steel bolts - 66% hit with 100%dmg [may or may not pierce may, padding is not a problem]; Bodkin-like arrows - 100% hit with 80% dmg [bodkins are anti-ring arrowheads, but light shafts still lose force in padding].
Plate - 20% to hit with 75%dmg - a plate is really hard to pierce through, so arrows often slide off, break upon impact, get stuck in layers [there is usually mail and padding beaneath - additional damage red];
Exceptions: Noldor arrows, Mettenheim bolts - 80% hit with 80%dmg [they're made of top materials, but so should be an elite armor]; Steel bolts - 50% to hit with 75%dmg; Bodkin-like arrows - 66% to hit with 75%dmg [they pierce through gaps better, but can't pierce a plate properly].
Thrown weapons receive no bonuses because throwing is much less powerful than shooting, they should be much cheaper instead (advanced arrows and bolts require a bit of craftsmapnship).
What's more, I think all the projectiles that miss (on hit) should have a 50% to inflict 25% blunt damage. Why? the same reason you get harmed after being shot in a bullet-proof vest - force of impact. Just imagine a shot from a freaking Mettenheim Arbalest right in the chest
Of course it should be countered with AR, DMG and price changes, and a few penalties, like:
-1 to Athletics, - 10 to WP (speed and freedom of move suffers) for mail and -2 to Athletics, -1 to Shield (the same), -20 to WP for plate.
Helmets and Gauntlets should be divided into light (no penalties), medium (-10WP) and heavy (-20WP/ and -1Shield for g.)
Now this would give a new edge to gameplay... and get rid of the Honor Bowmen OP.
Melee damage is already divided somehow, but I'd do it like this:
Cloth - 100% hits with 100%dmg
Gambeson - 100% hits with 90%dmg for blunt/ 100% hits with 80%dmg for pierce/ 80%(+1/10xWP bonus) hits with 80%dmg for cut
Mail - 100% hits with 80%dmg for blunt / 80% hits with 80%dmg for pierce/ 50% hits with 50%dmg for cut (and 20% hits inflict a 20% BLUNT dmg when failing to cut through, % doesn't increase)
Plate - 80% hits with 80%dmg for blunt/ 30% hits with 80%dmg for pierce/ 30% hits with 50%dmg for cuts (and a 20% chance for a 20% blunt dmg as well).
On a first glance it may seem complicated, but I find these % pretty close to real armored combat.
What do You think folks? Most importantly, is it possible to apply in-game?
Cheers
In reality, the only way to damage an opponent armored in plate, is to dense the plate with blunt wp or to pierce/cut in gaps. In game, plate armor behaves the same way as a dress with better damage reduction. This makes missile weapons OP and takes away the main advantage of heavy amor.
I divided armors into 4 main types; the letter would stand next to armor rating, similiar to damage type next to damage:
C-cloth
G-gambeson (padded in fact, but P suits plate better)
M-mail
P-plate
This is how it should look like, starting with missile weapons damage:
Cloth armor is hit by every projectile (100% to hit) with 100% base damage (minus armor rating);
Gambeson - 100% to hit with 80% base dmg [since padding absorbs some force of impact] except for Noldor arrows, Mettenheim bolts & Steel bolts, they hit with 100% base dmg [since they're made of materials harder than padding and penetrate without major loss of force].
Mail - 33% (plus 1/10xWP - because proficiency is about aiming in the right spots) to hit [hit on gap or pierce a ring/scale/plate without breaking the arrow shaft] with 80% base dmg [since there is padding beneath...].
Exceptions: Noldor arrows, Mettenheim bolts - 100% hit with 100%dmg; Steel bolts - 66% hit with 100%dmg [may or may not pierce may, padding is not a problem]; Bodkin-like arrows - 100% hit with 80% dmg [bodkins are anti-ring arrowheads, but light shafts still lose force in padding].
Plate - 20% to hit with 75%dmg - a plate is really hard to pierce through, so arrows often slide off, break upon impact, get stuck in layers [there is usually mail and padding beaneath - additional damage red];
Exceptions: Noldor arrows, Mettenheim bolts - 80% hit with 80%dmg [they're made of top materials, but so should be an elite armor]; Steel bolts - 50% to hit with 75%dmg; Bodkin-like arrows - 66% to hit with 75%dmg [they pierce through gaps better, but can't pierce a plate properly].
Thrown weapons receive no bonuses because throwing is much less powerful than shooting, they should be much cheaper instead (advanced arrows and bolts require a bit of craftsmapnship).
What's more, I think all the projectiles that miss (on hit) should have a 50% to inflict 25% blunt damage. Why? the same reason you get harmed after being shot in a bullet-proof vest - force of impact. Just imagine a shot from a freaking Mettenheim Arbalest right in the chest
Of course it should be countered with AR, DMG and price changes, and a few penalties, like:
-1 to Athletics, - 10 to WP (speed and freedom of move suffers) for mail and -2 to Athletics, -1 to Shield (the same), -20 to WP for plate.
Helmets and Gauntlets should be divided into light (no penalties), medium (-10WP) and heavy (-20WP/ and -1Shield for g.)
Now this would give a new edge to gameplay... and get rid of the Honor Bowmen OP.
Melee damage is already divided somehow, but I'd do it like this:
Cloth - 100% hits with 100%dmg
Gambeson - 100% hits with 90%dmg for blunt/ 100% hits with 80%dmg for pierce/ 80%(+1/10xWP bonus) hits with 80%dmg for cut
Mail - 100% hits with 80%dmg for blunt / 80% hits with 80%dmg for pierce/ 50% hits with 50%dmg for cut (and 20% hits inflict a 20% BLUNT dmg when failing to cut through, % doesn't increase)
Plate - 80% hits with 80%dmg for blunt/ 30% hits with 80%dmg for pierce/ 30% hits with 50%dmg for cuts (and a 20% chance for a 20% blunt dmg as well).
On a first glance it may seem complicated, but I find these % pretty close to real armored combat.
What do You think folks? Most importantly, is it possible to apply in-game?
Cheers