Make armor reduce damage without ever making an enemy immune
Subtracting armor from attack feels natural, but then a tough enemy takes nothing from a weak hero and a small upgrade suddenly flips a fight. Here is a way to combine attack and armor that stays smooth, plus how to add a little variation without breaking the numbers.
Why this works
With subtraction, a small gap in strength swings from full damage to none. A ratio bends smoothly instead: every point of armor helps a little, no point is wasted, and no enemy becomes untouchable, so balance stays easy to tune.
When not to use it
Skip it when immunity is part of the design, for example a monster only a special weak spot can hurt. Say so openly in the game instead of hiding it behind a tiny number. Also skip it in games where players do the sums in their heads.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 17 lines of example code with 3 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 an enemy immune" (read_entry defense-that-never-zeroes-damage) 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