Thanks for playing!
I tried something different (and complex) with armour this time around. Bear with me for the explanation 😅
- Armour is something like a separate life pool - let's call that pool durability. The armour stat actually represents a unit's maximum durability.
- While a unit has durability, it takes only 10% of hit damage to life, and 10% to durability - most of it is mitigated!
- The break stat directly damages durability to destroy it much faster, and the pierce stat allows more of your damage to bypass the effect of armour.
If you're interested in a (much) more detailed explanation 😛 The calculation has a few steps:
- The attacker's break stat directly damages the defender's durability, in full.
- The pierce percentage is then calculated. It's 100% if they don't have any durability left. Otherwise, it's a base of 10%, which scales up to 100% if you have 100% pierce from Spears.
- Then we deal with the non-pierced amount, if any: this damages the defender's durability, but 90% of this amount is mitigated by the armour!
- If the non-pierced amount is enough to deplete the defender's durability, any excess damage (pre-mitigation) will be added back to the pierced amount.
- And finally, the pierced amount is dealt to the defender's life.
Here's an example:
- Attempted hit damage = 100
- Break stat = 50
- Pierce stat = 50%
- Defender's remaining durability = 100 (too much for the Break stat to overcome on its own)
- Effective pierce = 10% + (50% of 90%) = 55%
- Non-pierced is everything left over = 45%
- Damage to durability = 50 (break) + 100 x 45% (non-pierced) x 10% (90% mitigated by armour) = 54
- Damage to life = 100 x 55% (effect pierce) = 55