Armorsmith Archive
Thread: Armor Effectiveness: a New Model.
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AvaroT
Wed Mar 10, 2004 3:08 pm
#1
People are starting to think that the current system of armor needs to be addressed because armor is becoming too "powerful." But instead of nerfing the armor itself, how about changing the way it's effectiveness is calculated?
As a starting point, I propose the following formula:
%Absorption = %Effectiveness + rnd(100) - 50 - 20*(AP-AR)
where "rnd(100)" is a random number between 1 and 100; and any time rnd(100) is 5 or less, the armor absorbs nothing, and any time rnd is 95 or higher, the armor deflects the shot (ie, no damage taken by the wearer or the armor's condition)
Under this formula, for example:
1. 50% AR1 armor would absorb:
0-100% of the damage from an AR1 weapon;
20-100% of the damage from an AR0 weapon (with a 20% chance of absorbing 100%)
0-80% of the damage from an AR2 weapon (with a 20% chance of absorbing 0%)
0-60% of the damage from an AR3 weapon (with a 40% chance of absorbing 0%)
0-100% of the damage from an AR1 weapon;
20-100% of the damage from an AR0 weapon (with a 20% chance of absorbing 100%)
0-80% of the damage from an AR2 weapon (with a 20% chance of absorbing 0%)
0-60% of the damage from an AR3 weapon (with a 40% chance of absorbing 0%)
2. Conversely, 60% AR3 armor (think, Krayt Dragon) would absorb
70-100% of the damage from an AR0 weapon (with a 70% change of absorbing 100%)
50-100% of the damage from an AR1 weapon (with a 50% chance of absorbing 100%)
30-100% of the damage from an AR2 weapon (with a 30% chance of absorbing 0%)
10-100% of the damage from an AR3 weapon (with a 10% chance of absorbing 0%)
70-100% of the damage from an AR0 weapon (with a 70% change of absorbing 100%)
50-100% of the damage from an AR1 weapon (with a 50% chance of absorbing 100%)
30-100% of the damage from an AR2 weapon (with a 30% chance of absorbing 0%)
10-100% of the damage from an AR3 weapon (with a 10% chance of absorbing 0%)
The good thing here, is that the averages should be pretty similar to what is happening now, and the formulas could also be easily tweeked by changing just a few numbers in the code. The other advantages are that this would preserve the differentiation between different qualities of armor, while not making it a foolproof guarantee against death. Finally, this approach, as opposed to capping armor %s, would affect everyone equally -- stockpilers wouldn't have an advantage over others.
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