Since I haven't been dabbling with modding myself, I'm turning to you, kind fellow Sourcerers, more experienced in this realm.
Even though I'm in love with the game, I'm certainly not a fan of the armor system, and particularly of its binar nature. I'm repulsed by "You have armor, you're golden, you don't have one, well... shit." approach, but what I don't like even more are mods that completely remove armor and just pump a ton of HP into enemies, and that's why I'm proposing this (or rather asking if it's possible to code):
An armor rework that'd let various Crowd Control effects pass through armor BUT their chance would be directly reduced by the percentage of corresponding type of armor the character has on it. To simplify:
- If you have 100/100 armor, you have 100% resistance to CC, and so no effect will "get in".
- If you have 50/100 armor, you have 50% resistance to CC, and so you'll be CC'd half the time, statistically.
- If you have 0/100 armor, you know the rest...
It'd still scale with more hefty characters, because the damage you deal to their armor is still the same. Dealing 100 damage to a character with 100 armor will completely eradicate their defense against CC, but dealing the same 100 damage to a character with 2000 armor will affect them with mere 5% chance to be CC'd.
One thing to have in mind would be a potentially needed rebalance of Preservance skill, since it's strictly related to the subject of armor vs CC.
[[b][color:#990000]WARNING[/color][/b]: All things below are just an expansion of this simple idea that'd make it more flexible, but also way more complicated. I'd be perfectly happy with just the above system existing, so treat the below text as a very optional part of the idea.]
Furthermore, the idea could be expanded upon if needed, in terms of balance. Various effects (in the form of spells and innate/permanent abilities on certain enemies) could be introduced to the game, particularly three:
- Hard Control Resistance: (henceforth called HCR) a percentage value that would further reduce the possibility of the CC "breaking through" armor. If something has 50% HCR, the normal CC chance is halved, which means that even with 0 armor it'd still be a 50/50 on CC. With 50% armor the chance would be 25% (halved once by 50% armor and then halved again by 50% HCR).
[This one is meant as a form of Boss protection, so they won't be CC-locked even with no armor, but also won't be completely immune to CC altogether.]
- Soft Control Resistance: (henceforth called SCR) a little sister of the above. This one would be identical to the above with one difference: It only works as long as you have armor. So the above example (50% armor + 50% HCR = 25% CC chance) would be viable as long as you have at least 1 point of armor left. When you're brought down to 0 armor, all the resistance is gone and CC gets in clean.
[This one is meant for more common enemies that just shouldn't be too easily controlled, but also not too tough.]
- Control Treshold: (henceforth called CT) a resistance that provides a "safe spot" in the character's armor. Should one have 50% CT, no CC effect would "get in" as long as the character has more than 50% armor.
NOTE: To retain clean visual in the character resistances sheet, this value should be inverse, which means that every 1% brings the safety spot closer to 0 armor (90% CT = CC can only start affecting the target when it's at or below 10% armor). It's inversed just to keep the "the bigger the value, the better the resistance" theme of resistances sheet.
NOTE 2: It's arguable how to balance the CC chance AFTER going below the CT. If the CT is on 50% armor, should the CC chance after breaking it be immediately 50% (before other resistances) or should the 50% below the CT be treated as a "new 100%", which would mean that only at 25% of armor the CC would have 50% chance to get in, since 25% is 50% of "below CT armor" (I sincerely hope it does make sense, for I'm unable to rephrase this better).
[This is meant as an assurance of "clean start" of certain fights - if an encounter should still be CC-able, but should make players work for it, instead of rely on pure chance from the start.]