Weirdness with Armor Formula

SO, weird mathy question here: in CombatController we use damage /= 1+ defence/damage

I’m implementing a loot table, with ~ 70 armor for a full set of heavy armor. I end up getting hit by enemies (who have a base 8 damage) for less than 1 damage. I want to keep the higher armor numbers, bc It looks better than “1 armor point” but how do I convert out formula that we used into a better one?

Through hours days WEEKS of playtesting, and the help of spreadsheets…

I adjust the enemies attack to compensate based on the armor/traits that a player should have by a given level… Of course, in my personal project, I also give the enemies gear (that they can drop) that affects their stats…

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