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Jeez, this subforum has been pretty silent as of late. Might as well find something to discuss lol. Anyways, I'm currently using Armor Scaling in my project, which is to say damage is reduced by a percentage amount with diminishing returns, scaled w/ DEF or MDF of course. Now, Yanfly's plugin gives the following formula by default:
After I first started using this formula, I noticed the mitigation ramped down way too fast (at least for my project). By end game, my Heroes would have anywhere between 100-200 DEF, for example. The latter would mean only ~33% dmg is received. Even 100 DEF is already a 50% reduction! It's just too much too fast. My (simple) solution was to edit the formula to this:
So now, our Hero has to gain at least 1 DEF (or MDF) per level just to stay at the same % mitigation. But notice how I used "target" instead of "user". This is intentional since this way higher lv enemies take less damage while lower lv enemies take more. Levels range between 1-50 in my game btw.
I'm curious, what Armor system/mechanic do you guys use and why. If you also use Armor Scaling, do you use the default formula, or something else? What other disadvantages have you experienced using this mechanic, if any? Lastly, feel free to argue in favor of other armor/mitigation mechanics.

value *= 100 / (100 + armor)
After I first started using this formula, I noticed the mitigation ramped down way too fast (at least for my project). By end game, my Heroes would have anywhere between 100-200 DEF, for example. The latter would mean only ~33% dmg is received. Even 100 DEF is already a 50% reduction! It's just too much too fast. My (simple) solution was to edit the formula to this:
value *= (100 + target.level) / (100 + armor)
So now, our Hero has to gain at least 1 DEF (or MDF) per level just to stay at the same % mitigation. But notice how I used "target" instead of "user". This is intentional since this way higher lv enemies take less damage while lower lv enemies take more. Levels range between 1-50 in my game btw.
I'm curious, what Armor system/mechanic do you guys use and why. If you also use Armor Scaling, do you use the default formula, or something else? What other disadvantages have you experienced using this mechanic, if any? Lastly, feel free to argue in favor of other armor/mitigation mechanics.

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