Armor balance

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Before the latest combat patch, the armor balance was in favour of metal armors and after it, it does not make sense at all to me. Therefore I decided to play a bit with the numbers and offer a simple yet logical solution to armor balance.

Logic behind the redone resistances is pretty simple. Each class has its strengths and weaknesses and I used that. Plate armor had that logic before but I extended it to all armors. I also added some real life logic to some instances which would combine well with further combat balances and improvements I want to address.

Cavalry: Weak against anti-cav weapons
Spearmen: weak against archers and other slashers.
Swordsmen: Balanced backbone of armies.
Skirmishers: weak against cavalry and slashers
Berserkers: weak against piercing damage

Siege damage is special kind of damage only really used by naphta pots, I set all the resistances to same level since I do not think any armor would be particulary good or bad against it. All other damages are set for 1,3 points for novice armor, 1,6 for regular, 1,9 for heavy and 2,2 for Royal (1 point is 10% or 0,1 resistance to the type of damage)

I did not mess with fragility, since it is new and has to be balanced.

Novice padded leather scale chainmail plate
slashing 0,3 0,3 0,4 0,3 0,5
piercing 0,5 0,2 0,3 0,3 0,2
choping 0,2 0,4 0,3 0,4 0,3
blunt 0,3 0,4 0,3 0,3 0,3
siege 0,4 0,4 0,4 0,4 0,4
Fragility 4,4 4,3 2,6 3,5 2,5

regular padded leather scale chainmail plate
slashing 0,4 0,3 0,5 0,4 0,6
piercing 0,6 0,3 0,3 0,3 0,2
choping 0,2 0,5 0,4 0,5 0,5
blunt 0,4 0,5 0,4 0,4 0,3
siege 0,5 0,5 0,5 0,5 0,5
Fragility 2 2,1 1,8 2,6 2,5

Heavy padded leather scale chainmail plate
slashing 0,4 0,4 0,55 0,5 0,7
piercing 0,7 0,3 0,4 0,3 0,3
choping 0,3 0,6 0,55 0,6 0,5
blunt 0,5 0,6 0,4 0,5 0,4
siege 0,6 0,6 0,6 0,6 0,6
Fragility 2 2,1 1,6 1,6 1,5

Royal padded leather scale chainmail plate
slashing 0,4 0,5 0,65 0,5 0,9
piercing 0,9 0,4 0,45 0,4 0,3
choping 0,3 0,7 0,65 0,7 0,7
blunt 0,6 0,6 0,45 0,6 0,3
siege 0,8 0,8 0,8 0,8 0,8
Fragility 1,4 1,3 1,2 1,1 1

I am sure this would still need some balancing, also with the weight of the armors and so on, but the idea is to set proper logic to it that makes sense and is properly used by the correct classes.
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  • Accepted Answer

    Sunday, February 03 2019, 06:36 PM - #Permalink
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    Since the post destroyed the table, here is the proper one.
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    Sunday, June 28 2020, 04:06 PM - #Permalink
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    Sunday, June 28 2020, 04:29 PM - #Permalink
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