A lot could be done here, and I mean a lot:

- Chance to save a status effect = Base + (current armor)/(parameter x total armor) + save modifiers - Chance to inflict status effect

- Chance to inflict status effect = Base + inflict modifiers

- Base = Can depend on your level, or could be adjustable for certain monsters/character

- Save Modifiers = These could come from attributes, other spells, items,

- Parameter = something around 0.7 - 1.3

Inflict modifiers = These could come from attributes, other spells, items. Some spells might have a higher chance to inflict a status.

This would prevent 1st turn cheesy plays since everyone has full armor, and also keep armor, and armor regen a useful tool, but would also bring back proper status effect and terrain planning.

Spells that deal a massive damage to armor with some drawback could also be implemented. Some chance to shake off a bad status would also be useful, especially from ones that disable you completely, e.g., knockdown, stunned, frozen, unlike crippled, blinded, burning etc, where you can still act. Or effects like knockdown take
away a chunk of your AP for your next turn rather than disabling you completely.

Which brings us to the horribly streamlined AP system, but that is another topic.

Most importantly, the (current armor)/(parameter x total armor) factor brings a varying RNG effect to the equation that makes it predictable for the player if their effect has a high probability of working or not, so you can actually count on your effect working when the enemy armor is low, and you know that you are taking a big risk when the enemy has close to full armor.

Last edited by Meldar; 10/10/17 08:45 AM.