Wasn't sure if this thread belongs here, but it's been something that's recently hit me.
Assuming you make a standard RPG, armor is going to add points to your Defense/MDF. There are tiers of armor, corresponding to the increasing threat of enemies. Makes sense so far, but what if the progression isn't linear? What if your characters walk around to and fro for whatever reason? Sure, one could probably strike some kind of balance if they tinkered with numbers enough, but I wonder if there's perhaps some more elegant way of solving it?
Why not simply have your armor reduce the Physical rate (assuming that's the most common attack around)? I realize this is nothing groundbreaking and may even be entirely obvious, but if all armors simply reduce appropriate element rates rather than add flat numbers to your defensive values, perhaps that might help maintain a healthy amount of usability and threat for earlier armors and enemies respectively? Some special gear could still raise DEF/MDF by flat values, but that would be rare to come by or reserved to accessories.
I've tinkered with this a little, but it really only seems to affect the dev side of things. Players will rarely know what your damage formulas are, so it doesn't matter much to them. An armor that reduces damage by an extra 10% over the other... the player is only going to know, "It's better, equip it". As such, your enemy stats will need to increase by that same percentage if you wish to maintain the same level of damage (or even increase that damage). If your percentage increases become too high, as well as your HP becomes too high... all challenge goes out the window as your enemies need exponentially more stats to maintain any semblance of challenge.
I think the only way in which a flat percentage works is if you get very little, if none at all, HP increases.
You also run into this issue where the percentage reduction may not matter at all. If you take 500 damage from an enemy and equip a 10% damage reduction item, you may go from dying in 4 hits to 5 hits. It gives you one extra hit before death. (for example, you have 2000 HP). Now, if you suddenly get a 15% damage reduction armor... it still takes those 5 hits to kill you. The percentage reduction is meaningless. Okay, so how high does that percentage need to be to go from dying in 5 hits... to 6?
21%
To get a single hit more before death, you have to increase the armor by 11% more. Or...
251 more HP (2251 total HP).
What about 7 hits to die? Damage reduction of about 33% for one more hit or about 2766 total HP (an increase of 515 HP over the last upgrade).
The numbers skyrocket from there. This assumes that all enemies will deal 500 damage to you. Smaller numbers than 500 will have even more negligible effects on percentage of damage reduction. Larger numbers mean you need even large jumps in those percentages just to increase the amount of hits you can take by ONE.
The numbers get out of hand very quickly.
It gets even worse if your enemies attack power goes up alongside this. Look at what happens with a static amount of damage. Can you imagine the insanity that would result from not only increasing defense, or increasing HP, but then also increasing enemy attack power?
This says nothing of what a player may end up spending on Consumables or HP to even get rid of the damage being dealt to them (a single attack taking 1 fourth of your HP? A player healing at only two hits requiring items or spells equal in value to healing 1000 HP?).
I'd reserve the damage reduction for special pieces of equipment or for games in which HP doesn't go up at all, and all enemies deal about the same damage to you. That way, it makes the armor actually
valuable to a player.
What is your approach to the notion? Perhaps I'm just being stupid, but I can't help but wonder about the effectiveness of such plan.
My approach was to include certain special pieces of equipment which would reduce incoming damage like you describe. They are special because the damage reduction is valuable alongside the normal stats they'd also be employing.
For example:
Monster A has 500 Attack Power.
Character B has 300 Defense Power and 2000 HP.
My damage formula is a.atk - b.def.
500 - 300 = 200. 2000 / 200 = 10 Hits to die.
Now, as far as I understand it, the percentage rates are dealt with "on the back end" after the damage formula. That means, it simply reduces whatever damage amount would've been there.
So, a 50% reduction turns that 200 damage into 100 damage. 20 hits to die.
Furthermore, I use it on special types of equipment because I use 3 stats to deal damage and provide defense (Attack and Defense offset each other, Magic Attack and Magic Defense offset each other, Agility and Reflex offset each other). Some skills are physical and use Attack or Agility to deal damage. Some skills are magical and use Attack or Magic to deal damage (there are instances of these being used by all three stats, but the ones not mentioned are far more rare). So, a Physical damage reduction can cover a stat weakness in a character. Let's say I've got a knight without much Reflex. He's going to get wrecked by any skill that uses "Agility" as its primary stat. But, if he's got a 20% damage reduction to physical attacks... he'll take less damage provided the skill is physical.
Not many of my items have this reduction on them. It is meant to be used on top of what is already there, or used to shore up weaknesses in characters/classes.