I think that idea just changes the meta from "4 Physical attackers are always the best" to "2/2 Physical/Magical attackers are always the best". It does not change the issue of one composition to rule them all, it only changes what composition is the ideal one.

It is actually worse than the current system. In the current system, 2/2 is completely viable, even if it isn't the optimum. In your system, now ONLY 2/2 is viable - 4/0 or 0/4 is now useless because there's still a layer of armor you'll NEVER be able to penetrate.

By the way, stacking both armor types would not in any way be a "slight" change. You're now increasing effective enemy health by a large amount. A HUGE amount, which completely changes the combat balance of the entire game.

Even if you do "magical does half damage to other types", that's still not enough to fix the problem of stacking armor.

I did at one point have a suggestion which was that attacks do 70% of their damage type to that type of armor, and 30% to the other type of armor. I feel that 70% is the sweet spot between only doing minor damage to the opposite armor, and not doing enough damage to the same type of armor.

Example: a 100 P.damage hit from a mace on a target with 300/200 P/M armor would leave the enemy with 230/170 P/M armor.
A follow-up 100 M.Damage lighting bolt on that enemy (0 air resistance) would leave that enemy with 200/100 P/M armor.


Originally Posted by Kalrakh
This kind of sounds more, like it would make the issue even worse. What exactly happens when physical damge hits magical armor or the other way around?

My suggestions would be still, combine both kinds of armor. If you carry mainly heavy armor pieces your armor is more vulnerable to magical damage, if you carry mainly light armor the armor is more vulnerable to physical damage. If you carry mainly leather, none is more effective, but the armor amount in total is less high. Or the 'type' gets defined by the body part of the armor.


Um, that's how armor already works. Heavy armor (STR) gives you lots of physical but little magical, light (INT) gives lots of magical and little physical, medium/leather (FIN) gives some of both, but less than either of the other types.