Originally Posted by Ranik


Baardvark, I like the idea of the decaying armor resist chance. But perhaps a proportional system is a bit too "heavy"? I don't exactly understand how the vitality and perseverance are plugged into the math equation but from my limited understanding its close-ish to....

EX:25/100 armor = 25% resist chance?

The predictability of armor vs status effects as it is currently is nice in it's own way but perhaps too certain. Making it proportional is perhaps too limiting to armor.

Maybe a middle ground with diminishing returns once you get past a certain threshold?

IE From 100-70% armor you are still at 100% resists, below that you start losing 5% resist chance for every 10% of armor you are missing.

60% armor = 10% effect penetration
50% armor = 15% effect penetration
40% armor = 20% effect penetration
30% armor = 25% effect penetration
20% armor = 30% effect penetration


Maybe it's just my line of thinking at the moment, but it seems like a middle ground where you can punch holes in armor to create a small window without heavily gutting the effectiveness of 20-50% armor.

I think some people want a little randomness to the mix but maybe without making it too random


So constitution grants 1.5% resist chance per point, and perseverance grants 3% resist chance per point. However, intelligence/strength of the caster reduces resist chance by 1%. I'm thinking int and strength bonuses probably could be nixed, in which case, even with 0% armor, you'd have at least 15% chance to resist from Con (maybe then reduce the con bonus to 1%), plus any resist chance from perseverance. So that slightly slows down the armor scaling, but not quite as much.

You could probably double or increase resists you gain armor by 50%, and it would accomplish what you're asking for somewhat. That would mean (if doubled) you'd still have 100% chance to resist at 50% armor, and 50% chance to resist with 25% armor, etc. A 50% increase of the resist value of armor would mean at 50% armor, you'd have 75% chance to resist.

I like the simplicity of the 1 to 1 value of armor, but making it 50% more effective might make it slightly less extreme.