I see no sense in anyone complaining about RNG is a cRPG game because large majority if not all mechanics are based on percentages for success.

You might as well go and play a shooter if that is bothering you.


@kalrakh

Im not sure if that is reply to me. In any case i dont see how my idea would necessitate anything like that.

I may be wrong but as far as i see, the fight with this system i suggest would go:

You hit the enemy with some armor:

- you damage the armor for certain amount of points as its done now anyway. Lets say the first hit only damages the armor.

- lets say you take 30% of armor down.

- next hit with any physical damage skill will cause precisely 30% of damage while 70% will be deflected by armor which will be damaged a bit more. So its not any kind of RNG itself because you know exactly how much damage will go through. If your attack is doing 10 points of damage you KNOW 3 points will go through.

- as you lower the armor even more the more damage gets through. And you know exactly how much. (provided the enemy doesnt dodge or resist due to other stats - which are all percentages.)

In case of magic armor and spells as weapon the same thing happens in terms of damage going through, but the status effects work or dont depending on that same percentage + other resistances.

The other resistances which are calculated as percentages ANYWAY.

So this is nothing different then how the entire game is working right now.
Except the current extra armors.