wraitii Posted May 8, 2022 Report Share Posted May 8, 2022 The idea of current armour is that +1 is always +X% (I don't remember what percentage exactly, maybe 10%), whether your base armour is 1 or 999 doesn't matter. There are three approaches for resistance, broadly: Raw numbers (AoE 2) -> has the drawback of being very prone to unexpected big changes from small deltas (e.g. a +1 tech can be anywhere from 0% to -50% damage in practice) Percentage points -> Add 10 percentage points of resistance. So if you had 80%, you now have 90%. The problem is likewise that a tech can have very different effects, but you sort of avoid the thresholding problem. AoM used a system like that IIRC. An exponential system like 0 A.D. uses, where + 1 armour is always +10% armour, no matter what the base armour level is. This is easy to reason about for techs, and easy to reason about for users. But it means you technically cannot have 100% resistance to some damage, though in practice the difference is limited. The main drawback is that the math is kind of unintuitive & raw points don't tell the whole picture. 2 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.