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All right, let's get into the meat of it. The way armor is handled currently, leaves some people feeling it is useless. Sometimes it's hard to gauge how much the armor will actually protect you, and whether getting a specific level or not is worth it. The semi-dynamic way of armor reduction doesn't help this either ( assuming the armor code didn't change too, too much from basejka ).
I propose a somewhat simple change to how it works: First, the purchase of ANY level of armor gives you the FULL amount of armor. For example, a Soldier with any level of armor would have 35 armor. Second, the level of armor selected gives you a fixed rate of damage absorption. Examples, below.
Armor amount : 35 ( soldier )
Level 1: 1 / 3 reduction. 15 damage taken, armor is now 20. 1 / 3 of 15 is 5, remainder is 10. Player loses 10 health.
Level 2: 1 / 2 reduction. 15 damage taken, armor is now 20. 1 / 2 of 15 is 7.5, remainder is 7.5. Player loses 7.5 health. ( Would probably be rounded to integers )
Level 3: 1 / 1 reduction. 15 damage taken, armor is now 20. Reduction is 1 to 1, Player loses no health.
The reduction values could be tweaked as needed, but the point is the same: There is no longer any mystery as to whether or not an armor level is really worth it for a build, as it's fairly easy for players to calculate.
Comments? Opinions? Discuss.
I propose a somewhat simple change to how it works: First, the purchase of ANY level of armor gives you the FULL amount of armor. For example, a Soldier with any level of armor would have 35 armor. Second, the level of armor selected gives you a fixed rate of damage absorption. Examples, below.
Armor amount : 35 ( soldier )
Level 1: 1 / 3 reduction. 15 damage taken, armor is now 20. 1 / 3 of 15 is 5, remainder is 10. Player loses 10 health.
Level 2: 1 / 2 reduction. 15 damage taken, armor is now 20. 1 / 2 of 15 is 7.5, remainder is 7.5. Player loses 7.5 health. ( Would probably be rounded to integers )
Level 3: 1 / 1 reduction. 15 damage taken, armor is now 20. Reduction is 1 to 1, Player loses no health.
The reduction values could be tweaked as needed, but the point is the same: There is no longer any mystery as to whether or not an armor level is really worth it for a build, as it's fairly easy for players to calculate.
Comments? Opinions? Discuss.