The one thing I do not like about this game is that the differentiation into physical and magic armour leads to the situation that characters that specialise in dealing damage to one type (and you basically have to do that) do not synergise with characters that deal damage to the other kind at all.
It should be possible to weaken an enemy with a fireball and let the front liner finish them off with a sword. In the current state of the came, the front-liner won't benefit from the previous spell at all because the spell destroyed the enemies magic armour but he has to destroy his physical armour now.
This could easily be fixed by just having all kinds of damage affect both armour bars. Depending on the ratio between physical and magic armour, you'd get resistances or vulnerabilities to physical and magic damage. So if your ratio is 50% physical / 50% magic, you get no resistances or vulnerabilities at all. Every attack you receive deals exactly the normal amount of damage to both types of armour. If the ratio is 70% physical / 30% magic, for example, you'd have 20% resistance to physical damage and 20% vulnerability to magic damage (always the difference to 50%). This would mean that all physical attacks would deal 20% less damage than normal to your physical armour and magic attacks would deal 20% more damage to your magic armour than normal.
If one armour type is broken and the other is not, it continues likes this but the damage that would affect the broken armour is now applied to vitality instead. A positive modifier to the damage would not affect damage to vitality, you would deal normal damage instead (and still damage the other armour type with your negative modifier). A negative modifier would affect the damage to vitality as long as the target still has armour of the other type (which you would still affect with your other, positive modifier).
If both armour types are gone, the resistances and vulnerabilities from armour ratio stop mattering at all and you only apply the normal damage of your attack (and its's also not applied twice). It would basically work as before when attacking an enemy that has no armour at all. Only the amount of damage matters, not the type.
That way it would still matter if you wear intelligence, finesse or strength armour and it would still be beneficial to check if an enemy has lower physical or magic armour to target the weak spot. It would be possible to have two characters that deal different damage types working well together. It would even work well to have a single character that deals different kind of damage. More interesting builds would be possible.
What do you think? Would this be a good change? Do you think there is a better option? Should Larian implement this? Could it be done with a mod?
Last edited by neltymind; 19/10/17 12:42 PM.