Synopsis:

1) Remove it

2) Durability is always 100%, until you enter battle, where it can be 'damaged' during combat (but after battle, it regenerates back to 100% automatically)

Regarding point 2, the idea is that all skills have a % chance to damage a random piece of equipment in the following order:

1) Low tier skills can damage a random armour piece by 15-25% and a weapon by 1-5%
2) Mid tier skills can damage a random armour piece by 25-40% and a weapon by 5-15%
3) High tier skills can damage a random armour piece by 40%-60% and a weapon by 15%-30%
4) some skills have a % chance to completely obliterate a smaller piece of equipment like a helm or leg gear, or do a significant 50% damage to bigger items like chest armour

Once 'damaged', the weapon/armour triggers a timer, like a frozen or electrocuted status triggers a timer, after which point the weapon will be restored (the timer is high - 4-5 rounds).

Personally, this is the best alternative that I can come up with, that to me adds some strategy, some randomness, some tension, without turning durability into something you have to tediously babysit outside of combat situations.

And to make this lore-compatible:

Not that I think this really matters, but magical armour/weapons could have a 'lore' that states their magical properties allow them to regenerate over time

Last edited by smokey; 26/09/16 12:57 AM.