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