Originally Posted by Qunari
I have another idea:

What about giving each status from a spell a certain armor value that needs to be achieved in order for the status to be successfully applied? Right now this value is 0 but imagine if it were different for each status.

Example: Casting ability X which cause stun has a armour value of 15. If the armor of the enemy is higher than 15 it will fail but if it is lower than 15 it will succeed. This way you dont have to bring the armor down to 0 and the more powerful the spell/ability it is, the higher the armour value.

Unfortunately this is to some extend already the case. If an enemy has 48 armour and you hit them for 49 damage with an ability that has a stun the stun effect is also applied. This means you already can get away with using stronger abilities when the enemy has low armour. It also means that there (at least to me) is little to no reason to use high damaging abilities with long cooldowns when the enemy is fully armoured because you're going to miss out on the additional benefits such as crowd control or status effects the skill might apply.

If abilities were to ignore armour values below a certain static threshold the threshhold would probably have to scale with characters levels in order to prevent becoming useless late game. Larian would also have to keep in mind that enemies generally tend to have more armour than player characters which could result in an unwanted side effect where enemies have an even easier time disabling the player(s).

Originally Posted by NekotTheBrave
It'd be pretty cool, if they don't modify this, if they made skills that specifically do status effects damage some of the armor points. That would make some of these skills less completely useless if they don't do any damage in the first place.


I really like the idea of status effect abilities dealing additional armour damage when the effect itself gets absorbed by the armour. I feel like this actually has the potential to put the player in a situation where they are going to have to consider if they want to use an ability immediately in order to get rid of the enemy's armour faster but have the ability (and thus the status effects) on cooldown when the enemy's armour is broken.