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.
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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.)
______________________________
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, 5:49 pm; edited 1 time in total