Originally Posted by mrfuji3
+1 for different text & animations dependent on the attack roll and armor type

I think it should have an element of randomness for variety's sake, e.g. if the enemy rolls between 10 and AC-1:
  • Light Armor: 80% chance your character dodges (text says "dodged!"), 20% blocked with armor
  • Medium Armor: 50% chance of each
  • Heavy Armor 20% dodge, 80% block
  • Shield: If the player is wearing a shield, they block it with the shield 30% of the time, appropriately subtracting ^ percentages

Something like that. This way both Dex and Armor feel effective. Larian could also add in a percent chance for parry if the character is dual wielding or using the parry ability, etc.

Alternatively, Larian could do exact calculations where if the attack roll is between 10 and the armor AC, it hits the armor; if it's between the armor AC and the Dex bonus, it's dodged, etc.

+1, weighted probabilities of different options will be definitely better. A couple of minor notes:

  • Clothing - no real armour blocking capability here, I'd say 80% dodge + 20% weapon block / parry animation.
  • Light Armor: 80% chance your character dodges (text says "dodged!"), 20% blocked with armor weapon(s). I don't think it's feasible to block maul or, worse yet, heavy flail with leather armour. I definitely don't feel any urge to try such a stunt myself.
  • Medium Armor: 50% chance of each - Agree on principle, although ideally I would shift the breakpoint on the distribution curve depending on STR and armour weight. For example, if armour weighs 15% of carried weight or below, dodge might become somewhat prevalent. Another extreme, if armour weighs > 30% of carry capacity, I don't think it's easy to dodge with such a weight. Possible, but not easy.
  • Heavy Armor 20% dodge, 80% block - Parry animation should still be appropriate here. Say, 15% dodge + 60% armour block + 25% weapon block / parry.
  • Shield: If the player is wearing a shield, they block it with the shield 30% of the time, appropriately subtracting ^ percentages - I'd say 40-60%. It's a shield, after all. Haven't you played Dark Souls?.. smile


Additionally, DEX can shift the breakpoints somewhat. Positive DEX modifier can increase the chance of dexterity-based animations, such as dodge and parry. Lower DEX will favour blocks. This way, Astarion's responses to attacks will be markedly different from those of Shadowheart.

However, the exact numbers are not important at this point. Here's an idea in its most raw form; if Larian will ever decide to go down this rabbit hole, they can fine-tune it themselves.