Thank you for your response. Actually, I was myself sceptical about having only 1 kind of armour, but if there will be enemies with either high physical/magic resistance (instead of armour), the problem is solved. This will require popping up numbers of damage whenever you hover the cursor over your target in the sake of convenience, but this feature would be highly appreciate even in the current version, so it should not make more job for the Devs. A sufficient loremaster ability might be required for predicting the final damage range.

Also we should take into account that the player party will get the unified armour as well. As a result, strength-based outfit will grant physical resistance along with armour while intellect-based one will grant resistance to specific magic. In this case a common Lvl 1 plate armour should give as much physical resistance as Lvl 10 plate armour. Equally, protective spells will grant lesser amount of armour but in addition they will give respective temporary resistances.

Then, at the moment Strength and Intellect provide with +2% to respective armours. Instead, they might give multiplicative bonus to resistances.

Well, it is possible to make a good system with 1 armour type, but I am afraid we are a bit late for this. Actually, my main hope is about skill crafting and weapons, but - I repeat - they should be available from the very start of the campaign and they should totally transform damage type instead of splitting it 50% to 50%. In the latter case it will be senseless.

Last edited by Sotnik; 29/07/17 04:26 PM.