Spielerando

Armor looks weak at high values, but is it really? Judge it by health, not by percent

Players say the tenth point of armor is worth less than the first, so you cap it or nerf it. The percent on the screen misleads here. This entry shows which number tells you what armor is really worth and how strong enemies erode it.

Why this works

A percentage is the wrong ruler for protection, because it shrinks what is left, not what you gain. Counting how much damage a character can take before falling shows that each point of armor adds the same amount, so the apparent decline is only how the number is displayed.

When not to use it

Skip it when armor is a small flat amount taken off each hit, as in a game with tiny numbers, or when players should simply feel invincible against weak enemies. There, subtracting a fixed amount is clearer and needs no curve.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 38 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Armor looks weak at high values, but is it really? Judge it by health, not by percent" (read_entry rpg-armor-curve-and-effective-health) 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