Not sure if this was discussed previously around here, but I was discussing defenses in another context (4X games), and someone was explaining his "leaky" shielding system... and I thought it would apply perfectly to RPG's such as Angband!
Basically, there are several ways to do "armor class"...
Ye Olde 1e D&D and Angband Way: This is the way 1e D&D works, and how Angband appears to work - AC will not reduce damage whatsoever, only reduce your chance of getting hit. This seems just silly to me - if I'm wearing platemail, I should be able to resist stronger blows than if I'm butt naked!
This leads to...
The Venerable Square Enix Way of Emissivity: This is how Dragon Quest and Final Fantasy appear to work, so I'm calling it the Square Enix way. It's also used in Space Empires for the "emissive armor" component. In this method, your armor blocks X amount of damage per hit. So if you have armor that blocks 20 damage, and you get hit with anything from 1 damage to 20, you are completely unaffected! Ka-WHIFFLE! And if you take 25 damage when you have 20 armor, then you only suffer the efects of 5 damage. This system is OK in terms of realism, but it's too easily powergamed (I'm invincible, so let's farm slimes for XP!) and leads to wildly escalating AC and damage scales (You hit Golbez for 9999 damage! But he shrugs off the blow!)
Then, there's this:
The HP Multiplier System: This is used by emissive armor in the Space Empires spinoff game "Star Fury", as well as in Supreme Commander (you research advanced techs to upgrade your units' max HP). This system is better, but man, is it bland! Oh boy, now my HP bucket has 50000 effective hitpoints instead of 40000, because I got a 20% HP bonus from my armor! Whoop de doo!
And finally...
Leaky Defenses: This system is what I mentioned at the beginning. I hear it's used in one of the Fallout games, and it's also how the "ice field" shields work in this SE5 mod I was discussing! The way this works is, every defense has 2 ratings: Deflection and Absorption. Higher deflection is always better, because it's straight damage reduction. Use this sparingly in this system! The absorption, though, is more interesting. Basically what absorption says is, what percentage will the defense itself take, compared to how much it will let through to whatever it's defending? And this is expressed as a percentage: so if you had an armor with 2 deflection and 25% absorption, then if you got hit with a blow worth 10 damage, then first 2 would be deflected by the armor, leaving 8 that actually has some effect. Then of the 8, one quarter (2 HP) would be absorbed by the armor itself, while three quarters (6 HP) would be inflicted on you yourself.
Of course, adopting this in full would require a method for armors in Angband to take damage, so I don't expect to see it in vanilla anytime soon! However, here are a few thoughts as to how to implement something like this in a simplified manner:
1. Compute deflection and absorption based on a single AC value. That is, say Deflection = AC / 20, and Absorption = 100% - 99% ^ AC. So if you have an AC of 40, then you'd get 2 points of deflection and an absorption rating of roughly 33% (since 99% ^ 40 is roughly 67%). Numbers are completely arbitrary; I'm not sure how this would affect the game!
2. Treat damage that is "absorbed" by the armor as additional deflection. Or, to look at it another way, give armors infinite HP! So with the 2 deflection and 33% absorption, if you got hit with 8 damage, you'd take 8 - 2 - (33% * (8 - 2)) = 4 damage, and the other 4 would be nullified. But if you got hit with 100 damage, you'd take 100 - 2 - (33% * (100 - 2)) = roughly 65 damage, and the other 35 or so would be nullified.
The gist is, the more AC you have, the less damage you're taking for any given blow strength - but the harder the blow, the greater percentage of the damage leaks through!
Of course, this is a really wild and crazy idea for Angband, but maybe some variant maintainer would like it...
Basically, there are several ways to do "armor class"...
Ye Olde 1e D&D and Angband Way: This is the way 1e D&D works, and how Angband appears to work - AC will not reduce damage whatsoever, only reduce your chance of getting hit. This seems just silly to me - if I'm wearing platemail, I should be able to resist stronger blows than if I'm butt naked!
This leads to...
The Venerable Square Enix Way of Emissivity: This is how Dragon Quest and Final Fantasy appear to work, so I'm calling it the Square Enix way. It's also used in Space Empires for the "emissive armor" component. In this method, your armor blocks X amount of damage per hit. So if you have armor that blocks 20 damage, and you get hit with anything from 1 damage to 20, you are completely unaffected! Ka-WHIFFLE! And if you take 25 damage when you have 20 armor, then you only suffer the efects of 5 damage. This system is OK in terms of realism, but it's too easily powergamed (I'm invincible, so let's farm slimes for XP!) and leads to wildly escalating AC and damage scales (You hit Golbez for 9999 damage! But he shrugs off the blow!)
Then, there's this:
The HP Multiplier System: This is used by emissive armor in the Space Empires spinoff game "Star Fury", as well as in Supreme Commander (you research advanced techs to upgrade your units' max HP). This system is better, but man, is it bland! Oh boy, now my HP bucket has 50000 effective hitpoints instead of 40000, because I got a 20% HP bonus from my armor! Whoop de doo!
And finally...
Leaky Defenses: This system is what I mentioned at the beginning. I hear it's used in one of the Fallout games, and it's also how the "ice field" shields work in this SE5 mod I was discussing! The way this works is, every defense has 2 ratings: Deflection and Absorption. Higher deflection is always better, because it's straight damage reduction. Use this sparingly in this system! The absorption, though, is more interesting. Basically what absorption says is, what percentage will the defense itself take, compared to how much it will let through to whatever it's defending? And this is expressed as a percentage: so if you had an armor with 2 deflection and 25% absorption, then if you got hit with a blow worth 10 damage, then first 2 would be deflected by the armor, leaving 8 that actually has some effect. Then of the 8, one quarter (2 HP) would be absorbed by the armor itself, while three quarters (6 HP) would be inflicted on you yourself.
Of course, adopting this in full would require a method for armors in Angband to take damage, so I don't expect to see it in vanilla anytime soon! However, here are a few thoughts as to how to implement something like this in a simplified manner:
1. Compute deflection and absorption based on a single AC value. That is, say Deflection = AC / 20, and Absorption = 100% - 99% ^ AC. So if you have an AC of 40, then you'd get 2 points of deflection and an absorption rating of roughly 33% (since 99% ^ 40 is roughly 67%). Numbers are completely arbitrary; I'm not sure how this would affect the game!
2. Treat damage that is "absorbed" by the armor as additional deflection. Or, to look at it another way, give armors infinite HP! So with the 2 deflection and 33% absorption, if you got hit with 8 damage, you'd take 8 - 2 - (33% * (8 - 2)) = 4 damage, and the other 4 would be nullified. But if you got hit with 100 damage, you'd take 100 - 2 - (33% * (100 - 2)) = roughly 65 damage, and the other 35 or so would be nullified.
The gist is, the more AC you have, the less damage you're taking for any given blow strength - but the harder the blow, the greater percentage of the damage leaks through!
Of course, this is a really wild and crazy idea for Angband, but maybe some variant maintainer would like it...
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