What if the Armor was Non-Newtonian?

Well, you already know that the armor in the game is not very effective. It protects you from blows that are not important, but it doesn't protect you from the ones that really matter.

Reason:
Formula for reducing armor. Because of this, the greater the damage, the less important the armor.

Subject of the offer:
What if we change the formula? What if the armor would work better the more damage the enemy deals?

For example, if you have 100 armor, you could reduce 100 damage to 50, and 1000 damage to 400.

Justification:
Crowd damage reduction already works with evasion. At the same time, evasion gives you an acceptable chance to survive the boss's hit. In this regard, the armor in its current form is not fundamentally different, but it does the same job but worse. Why do we need a bad employee?

What if you change the principle of operation so that the tank can have more effective health against bosses and big damage? He will finally begin to fulfill his role in the groups. Given that the armor-carriers, the warriors, are damn slow in hitting and moving, then having a higher effective health at this particular moment would be great.

The armor will still work against small blows, but you will no longer be able to ignore all the small blows at all.

I'm not a mathematician, and couldn't quickly find the appropriate formula. But a friend suggested to me that maybe the viscosity formula of a Non-Newtonian fluid can help. A non-Newtonian fluid becomes harder if it is hit harder.

I suggest that we discuss the conceptual feasibility of this approach. And also maybe someone can deduce a possible formula if the idea seems interesting?

PS
I still think that wherever there is armor, additional health should be built in.
Last edited by Radonegsky#6656 on Mar 6, 2025, 3:24:16 PM
Last bumped on Mar 6, 2025, 11:17:19 AM

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