This is a very good suggestion actually.... However it makes me wonder if this does a TON towards the issue or not.Aurandilaz wrote:I was thinking something similarspikespiegel84 wrote:Capping max armor differently for each career?
Now is 4k general, all above if armor is debuffed. Correct?
Keep 4 k for tanks, 3k medium armor, 2,5k light,
2k cloth.
Numbers are random, not my job to balance it. Just to give a clearer sight.
say
80% arm mit cap for heavy armour
65% for medium armour
50% for light armour & clothies (just how much Kevlar plates can an AM stack inside their nightgown?)
take cloth wearers at 50% max.
You factor in an armor debuff (even a weak one of say 900) so that "bumps" their soft cap up to ~3,200 armor?. Then you factor in WS which is ~20% on average, so that bumps you up another ~600 armor required....
So "light" armor classes can still over cap armor up to ~ 3.8k and still sit around the 50% cap....
So this really doesnt do much at all to adjust "is armor worth it"...
I still think merely adjusting weapon skill's armor pen to simply be "additive" rather than multiplicative would be fine... Which means if you have 20% ARP and they have 55% Armor. It moots out 20% of the 55% = 35% left over..... Versus right now they would have 44% left over.... So thats a noticeable difference...
It doesnt make sense that I can attack a full armor plate wearer and cut through 20% of their armor, but only cut through 20% of a cloth wearer's armor? Why does it stay the same %? It should be additive so that 20% of a plate wearers armor is more like cutting through 40% of a lighter armor wearers armor.... This is accomplished via making WS multiplicative rather than additive.
it also wouldnt be a MAJOR nerf/change to anything.... So its a great "small step" to try it and see how it works...
If someone has 50%, right now 20% only = a 10% reduction, leaving them 40% reduction to damage. Additive would make it a 20% reduction, leaving them 30%. Its not a HUGE change, but its big enough, where if I throw on 10% more armor pen, it will go FURTHER in negating armor from pots or talis especially on lower armor targets (like light or medium armor)...
This change would affect people closer to 100% armor MUCH less than people with less armor (which is exactly like saying, we should put a "cap" for lower players etc like you proposed above).
It just seems like a much more logical/easier way to adjust armor down... without throwing balance all out of wack, or turning off potions etc etc....... In fact, it actually makes stacking armor OVER 100% better as its all linear... So say 40% armor pen, you can stack up to 115% armor and still hit the cap, where as 40% armor pen against 115% armor CURRENTLY would end up putting that person at 69%.... So this accomplishes the same thing you want: Makes armor more important on tanks, less valuable on cloth classes....
So like I said, making it "additive" rather than multiplicative accomplishes the same thing as having "different caps" but its a MUCH easier change, less impact on balance etc etc.... The end result will be its slightly less favorable (that it is now) for lighter armor wearers to stack armor compared to heavier armor classes...






