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    Armor resistance.

    Eris
    Eris

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    Armor resistance. Empty Armor resistance.

    Post by Eris 2nd April 2016, 11:52 pm

    This is a conceptual rewriting of the Armor Rules.  As-is,  unless misreading, armor is useless.   So I've cobbled together something far more useful and armor-like.   Open for comments and feedback of course.

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    Hard point: The first number.  Damage at or under this value is completely negated.
    Resistance point: The second number.   Damage at or under this value is halved.
    Breaking point:  The third number.  Damage at or exceeding this value deals full unreduced damage + 50% additional damage to the armor and does not further reduce damage to the wearer (Except for the halving of Magical damage).

    Any armor can trade in one of its abilities to upgrade it to a Masterwork quality.  A Masterwork quality armor will receive a 50% bonus to its resistance values and to its durability.   A Masterwork armor will always take half damage if it would take damage regardless of source, and normal damage to a Breaking point attack.

    Physical:
    Weak Armor: 3/7/17 for all ranks.  
    Strong Armor: 6/12/22 for C ranks and above.
    Strong(+) Armor: 9/17/27 for B ranks and above.
    Legendary Armor: 12/22/32 for B rank and above.
    Legendary(+) Armor: 15/27/37 For A rank and above.
    Artifact Armor: 18/32/52 for S rank and above.
    Artifact(+) Armor: 21/37/82 for S rank and above.
    Mythical Armor: 30/52/102 for H rank and above.

    All armor has an additional resistance value for dealing with spells.  If an armor resists a spell rank,  that spell deals half damage.   That halved damage is then applied to the above Physical categories as though it were a physical attack,  further reducing the damage if applicable.
    An armor’s resistance can only go up to the rank of the wearer.

    Magical resistance also kicks in if an opponent has 50% buffs to physical damage or greater, as well as to "Physical" spells, such as a "Fire Dragon's Kick" as they are still spells.   In which case physical damage from the melee attack is treated separate to any added spell damage.    It is called "Magical" but applies to all non-basic effects.

    Magical:
    Weak Armor: Resists D-rank spells.  
    Strong Armor: Resists C-rank spells.
    Strong(+) Armor: Resists B-rank spells.
    Legendary Armor: Resists B-rank spells.
    Legendary(+) Armor: Resists A-rank spells.
    Artifact Armor: Resists A-rank spells.
    Artifact(+) Armor: Resists S-rank spells.
    Mythical Armor: Resists S-rank spells.

    (Slightly tweaked)
    Weak Armor: 90hp  -  Ranks with user up to D rank resistance
    Strong Armor:  120hp -  Ranks with user up to C rank resistance
    Strong(+) Armor: 180hp -  Ranks with user up to C rank resistance
    Legendary Armor: 240hp -  Ranks with user up to B rank resistance
    Legendary(+) Armor: 300hp -  Ranks with user up to B rank resistance
    Artifact Armor: 360hp -  Ranks with user up to A rank resistance
    Artifact(+) Armor: 420hp -  Ranks with user up to A rank resistance
    Mythical Armor: 550hp -   Ranks with user up to S rank resistance

    EXAMPLE:
    Spell damage:
    Timmy casts an S-rank fireball at the S-rank Annie.   Annie is wearing an Artifact+ suit of golden armor.  
    Timmy's fireball strikes true.   Annie's armor reduces the fireball damage from 150 damage to 75 damage.   75 almost reached her armor's Breaking point, sparing her armor additional damage.  But it exceeded her armor's Resistance Point,  preventing it from being further reduced.  Annie takes 75 damage.  Her armor takes the same damage.

    Breaking Point:
    Annie didn't notice Luise enter the battle.  Luise used an empowered S-rank fireball.  This fireball was boosted even further than Timmy's.  This fireball dealt 180 damage.   Annie's armor resisted the S-rank spell,  becoming 90 damage.  This exceeds Annie's Breaking Point.  She takes 90 damage herself,  but her armor takes the full 180 damage + 50%, totaling 270 damage.  Adding up to 345 damage to her armor out of 420.

    Physical:
    On another day,  Annie's armor is repaired and fully functional.   She runs into Steffon the Swordsman. Steffon attacks with S-rank strength,  wielding an Artifact+ sword.   Steffon's attack totals 41 damage.  This is physical damage,  so is not halved like Spell damage would be.  41 exceeds her armor's Resistance Point.  She and the armor take the full 41 damage.  
    Steffon attacks again with a Bladewind Strike,  dealing S-rank spell damage with a melee sword attack.   The S-rank spell damage is 100,  becoming 50 because of the spell defense.  This 50 damage exceeds her Resistance point but does not meet her Breaking point.  She takes 50 damage + the same 41 melee damage as before.

    Should Steffon's attack have been 37 or less it would have dealt half damage.   If it had been 21 or less,  it would not have effected her.  

    Masterwork:
    Annie got a new upgraded suit of armor.   Her armor is now Masterwork, giving her resistances +50% and halfing damage to the armor itself and ignoring the +50% damage to Breaking points.
    If she had Masterwork armor before, her values would have been 31/55/123.  
    Timmy's fireball still exceeds her Resistance Point, so it is not reduced further.   However the damage to the armor itself becomes 37, half of the 75 damage dealt to her.
    Luise's fireball however no longer would exceed her Breaking Point,  and instead the value remains 90.  However,  that 90 is now reduced, becoming 45 damage to the armor.
    Steffon's sword attack of 41 no longer exceeds her Resistance Point, now dealing 20 damage instead of 40 to Annie,  and only 10 damage to Annie's armor.
    Steffon's Bladewind attack became 50 from 100,  which is below her new Masterwork resistance point.   The spell damage becomes 25 on top of Steffon's melee strike of 20 damage.

    As you can see,  putting in the extra effort and focus behind the Masterwork quality has made for a more effective armor that can serve Annie well by its intended design,  and is a worthy armor for a knight.


    __________________________________________



    Having gone through this,  Armor is far more useful as Armor, like its supposed to be.  I fear it would open the window for people to stack additional damage resistance from their magics or spells on top of this,  and what it might accomplish in conjunction with HP regeneration.

    However lowering the armor standards would only gimp those who want to use armor without cheesing anything and would still leave that advantage to those with regen and resistances.

    One take could be that wearing armor reduces HP regeneration rates and outside damage resistance values,  or imposes new maximums.

    Example:  While wearing armor your maximum Damage Resistance from outside sources is 10% + 10% per rank the armor is below your own.   While maximum HP becomes 2% + 2% per rank below you the armor is.   (Meaning you're using armor that does not scale up to your rank.  Such as an S-rank wearing Strong armor.)


    Last edited by Eris on 3rd April 2016, 10:49 am; edited 1 time in total


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    Armor resistance. NvVyM98

    Armor resistance. CkggyrF

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    Armor resistance. Empty Re: Armor resistance.

    Post by Meisa Suzume 3rd April 2016, 12:47 am

    Only gonna comment on the fact you called Armor useless

    as it stands right now, armor is very strong. For the sake of fairness I'm only going to count Artifact(+) no higher.

    You cut all S-rank or lower spells in half, and then reduce their damage by a flat -18 so that nulls a lot. Not to mention you can have 2 armor equipped at a time, (i.e shield + an actual suit of armor) and this reduces a huge factor

    +you get spell like effects attached to armor


    + have you also seen requip armors?



    _____________________________________________________________________________________

    Eris
    Eris

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    Armor resistance. Empty Re: Armor resistance.

    Post by Eris 3rd April 2016, 6:27 am

    Ellia wrote:
    You cut all S-rank or lower spells in half, and then reduce their damage by a flat -18 so that nulls a lot. Not to mention you can have 2 armor equipped at a time, (i.e shield + an actual suit of armor) and this reduces a huge factor


    Halving spell damage as-is only applies to the armor itself taking damage.

    "Armor will receive half the force of the spell and the user will receive a reduced amount of damage. This means the armor will take a half of the spells damage in DURABILITY to reduce the damage of it to you by the flat reduction. This does not reduce damage by half for you automatically."


    So where is the armor's actual damage reduction...

    "Armor, much like weapons, has a resistance value associated with it. If the spell or attack is not equal to that resistance then the damage to the armor is halved. The damage to the user is then halved, and this is applied before the armor reduction value. "

    Alright.  So where's the resistance value.


    "Mythical Armor: 30hp for H rank and above"

    So it would seem that a mythical armor on an H-rank only halves the damage to attacks that deal 30 damage or less.

    Unless H-rank is the actual resistance value and the 30 is some amount it is reduced by.  But that doesn't make any sense.  It states that you have to be a certain rank to benefit,  so the H-rank "and above" would be the rank.  If it were the resistance value it would state H-rank and below.     And if it were the resistance value -30 damage would in general suck.  But it doesn't even say anywhere that damage gets reduced by a number,  only halved.


    For comparison,  a D-rank spell does 20 damage by default (Can easily be 30 depending on spell,   before factoring buffs).   While a c-rank spell is 40 by default.


    In practical use,  as-is,  as-written,  or at least as interpreted,   Armor presently will rarely help you and when it does it would only reduce the damage of attacks that would not cause notable damage.

    I would love for someone to correct any misreadings.  Part of why I speak out is to draw information and more view points.


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    Armor resistance. NvVyM98

    Armor resistance. CkggyrF

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    Armor resistance. Empty Re: Armor resistance.

    Post by Meisa Suzume 3rd April 2016, 10:02 am

    Armor, much like weapons, has a resistance value associated with it. If the spell or attack is not equal to that resistance then the damage to the armor is halved. The damage to the user is then halved, and this is applied before the armor reduction value.



    there you go. Direct quote to back up what I prior had said.


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    Eris
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    Armor resistance. Empty Re: Armor resistance.

    Post by Eris 3rd April 2016, 10:24 am

    Ellia wrote:
    Armor, much like weapons, has a resistance value associated with it. If the spell or attack is not equal to that resistance then the damage to the armor is halved. The damage to the user is then halved, and this is applied before the armor reduction value.



    there you go. Direct quote to back up what I prior had said.




    Armor, much like weapons, has a resistance value associated with it. If the spell or attack is not equal to that resistance then the damage to the armor is halved. The damage to the user is then halved, and this is applied before the armor reduction value.

    An h-rank in Mythical armor is,  as far as I can tell,  only going to be halving damage that is 30 or less as I've pointed out.   If that is the intended result then it could stand to be made clearer,  less some read it as I have. 

    But then what.  It says right after 

    Armor, much like weapons, has a resistance value associated with it. If the spell or attack is not equal to that resistance then the damage to the armor is halved. The damage to the user is then halved, and this is applied before the armor reduction value.

    What does that mean then.   That a 60 damage effect becomes 30?  Then that 30, given H-rank and mythical armor,  would become 15 from the 'resistance value'?   

    That it would halve any incoming damage alone seems counter to the intent that the rules seem to convey. 


    This paragraph seems to be the cause of most the confusion.   Perhaps better language would be, to that effect with slight alteration:

    Armor when worn mitigates damage.  Incoming damage is reduced by 50%.   The armor type worn gives a resistance value as well.  Damage that equals or is less than this value is halved again.   The armor itself takes half the damage that the player takes unless the damage meets the resistance value, the armor remaining undamaged. 


    Assuming the given interpretation was correct.    It sounds clunky to halve damage only to then halve it again if it meets some criteria.


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    Armor resistance. NvVyM98

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    Armor resistance. Empty Re: Armor resistance.

    Post by Meisa Suzume 3rd April 2016, 10:34 am

    as it has been explained to me countless times back when I first joined, it'd halve the damage, and then -X( x being the mitigation value)

    rendering some spells completely gone. All I'm saying is, Armor is not worthless like you said it is. I still support your first post's changes though.


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    Post by Raiza 3rd April 2016, 4:03 pm

    Ellia wrote:as it has been explained to me countless times back when I first joined, it'd halve the damage, and then -X( x being the mitigation value)

    rendering some spells completely gone.  All I'm saying is, Armor is not worthless like you said it is.  I still support your first post's changes though.



    right like I said in this quote. I do support your suggestion.

    However, one thing I do not support that the site allows right now is 2 armors that can combine up.

    To me, you shuldnt be able to use 2 armor slots(since you can right now) to reduce damage from one armor, and then use the next piece of armor to fully block the reduced damage.



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    Almyra Bys
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    Post by Almyra Bys 3rd April 2016, 5:10 pm

    I honestly thing the durability of armor should be increased, and spells they resist shouldn't damage armor because unless you're using some sort of ablative armor, it shouldn't fall apart very easily (ablative is designed to fall apart). I think it should just be kept simple as flat damage reduction based on rank and have resistance like weapons do. But it should always be the case that flat damage reduction occurs BEFORE percent DR. So you take a 120 damage hit, but you have 25% DR and flat 20 DR. The 20 flat takes place first, reducing it to 100 damage, you then sutbract 25% from that, taking 75% damage. This stops people from using a mix of flat and percent DR to easily negate damage. Also, any damage reduction after percentages should always be rounded up to the nearest integer, so if you get hit by something that exceeds your flat DR, you're always taking at least one damage, but unless you're pretty high rank, you're not likely to be reducing damage to nothing.


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