How much tougher does armor really make the player?
Adding armor points to health points overstates the protection and hides that small hits and big hits are treated differently. This entry shows how to walk the hits one by one, to see how many the player takes before dying.
Why this works
Armor takes only a share of each hit and wears out as it does, so it is worth less than its points suggest, and big hits strip it faster. Playing the hits out one at a time shows how many a player really survives.
When not to use it
Skip it when armor works differently, such as a flat reduction per hit, a shield that recharges, or armor that varies by damage type. Work out the rule that your game uses before you trust any table.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 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 "How much tougher does armor really make the player?" (read_entry how-many-hits-armor-really-adds) 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