Spielerando

Make armor reduce damage without ever making a hero untouchable

Simple armor math either gets useless at low values or turns a tank into a wall that nothing can hurt. This entry shows a rule where every point still helps, hits never drop to nothing, and designers can ask for a target protection.

Why this works

Each point of armor takes a share of what is left, never a fixed amount, so the damage shrinks toward zero without ever reaching it. Every point stays useful, and a hero can grow tougher forever without becoming a wall.

When not to use it

Skip it in a game where a hit should simply kill or not, such as a one-hit survival game, or where armor is a few readable slots. Then use a plain count of hits each piece can absorb.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 23 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Make armor reduce damage without ever making a hero untouchable" (read_entry armor-that-never-blocks-everything) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP