"I do not like 2 for combining the armour types together to determine the % here, not intuitive or easy to read on any UI."

if we combine 2 armors in terms of CC then we dont need 4 phys or 4 mag dd party to be effective

Clssic party - rogue archer tank and mage
3 of them are physical, and they can easely break phys armor
Lone mage cant do the same

But if we will combine armors - so even dmg of ur lone Mage will help ur party with decreasing enemy chances of receiving a CC. And ur mage can even use CC, cos phys armor is broken by 3 party members and he have a good chances for CC vs total armor left

UI will show "resisted by armor". Its not hard to understand cos every part of gear have 2 numbers of armors on it
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"Which with how CC would work how you imagine it will be harder to get to guaranteed CC because the last chunks of armour will still be there while you flail on their armour."

U could ROUND some numbers if u want
But look at base accuracy - 95% not 100%
Same with armor left.
Even without ROUND(x) with fully broken armor u still have some parts of armor that protecting u from 1% of dmg and decreasing CC chances by 1% smile
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"And 3 adds needless complexity which only makes it easier to get through the first chunk of armour, and harder to get through what remains."

U cant be 100% imune before ur armor is not 0
Its Nonsence.
Dmg absorbtion in this system is like Phys Resist %.
Broken armor - low phys resist
New shinny armor - high phys resist

P.S. check my post "Armor and CC IDEA"

Last edited by Roamer; 01/10/17 08:18 AM.

Game Quality Control