Armor v.3 – Continued

Here is an excerpt from my write up of Armor v.3.



Description:
At its most simple, armor prevents damage…

Damage, consumes armor in an attempt to remove it completely, allowing it to consume health instead.

Not all types of damage consume armor at the same rate. This rate is dictated by the TYPE of armor the damage is applied to. Some armors are better at preventing some damage and thus are consumed slower by that damage. Still some armors are worse at preventing some damage and thus are consumed much faster…

The hit that applied damage plays a very large part in the amount of armor that damage can consume. The ‘Hit Type’ of the action is compared to the type of armor being consumed, determining if the armor is even able to defend against the hit and, if it can, how much armor it consumes with every point of damage applied.

Note: Damage element consideration is added in the ‘Advanced Actions’ plugin.

Armor comes in several types that each belong to one of TWO categories: Dark and Resonant. One armor of each category can be active on a battler at a time, and the total of both are displayed as the battlers total armor in the battle GUI.

Rest assured, the armor most suited to defending against an attack is the first armor applied to preventing it.



Dark Armor:
Dark armor is materially based, is the least complex and applies most evenly towards preventing the damage fro hits the armor is able to defend against. However, this simplicity is deceptive, as Dark armor is also the easiest of the armor types to completely bypass via use of special attacks.

Example: A Ghost’s Incorporeal attack, passes right through Dark armor.

Natural Armor:
It is easy to assume that ALL creatures have some sort of natural armor. It reflects the creatures innate ability to defend against incoming attack, as well as how hard its hide is to penetrate.

Consumption Details: (Preliminary)

  • 100% vs. Physical Attacks
  • 100% vs. Magical Attacks
  • 200% vs. Eldritch Attacks
  • 200% vs. Sacred Attacks
  • IGNORED BY: Incorporeal

Shadow Armor:
This is an end game based armor that is superior to Natural armor in every way. It is intended to completely replace Natural armor by the time the player is able to equip it. (This is based on Golem Legend Lore)

Consumption Details: (Preliminary)

  • 25% vs. Physical Attacks
  • 50% vs. Magical Attacks
  • 100% vs. Eldritch Attacks
  • 100% vs. Sacred Attacks
  • IGNORED BY: Incorporeal

Resonant Armor:

Resonant armor is energy based, requires resonance to maintain, and suffers from what can be very extreme differences in consumption. Also, resonant armors block all Incorporeal attacks, as well as a selection of other special attacks that complement its character.

Note: Special Attacks other than Incorporeal are added in the ‘Advanced Actions’ plugin.

Arcane Armor:
Most magic based spells and equipment will grant Arcane armor. As such enemy casters, of all types, should have a heaping helping of it.

Consumption Details: (Preliminary)

  • 100% vs. Physical Attacks
  • 50% vs. Magical Attacks
  • 150% vs. Eldritch Attacks
  • 300% vs. Sacred Attacks
  • IGNORED BY: (See: ‘Advanced Actions’ plugin)

Divine Armor:
Most religious based spells and equipment will grant Divine armor. As such enemy priests, of all types, should have a heaping helping of it.

Consumption Details: (Preliminary)

  • 50% vs. Physical Attacks
  • 100% vs. Magical Attacks
  • 300% vs. Eldritch Attacks
  • 150% vs. Sacred Attacks
  • IGNORED BY: (See: ‘Advanced Actions’ plugin)

Entropic Armor:
This is the ultimate type of armor, and should be the hardest to get and maintain. It is reserved for the deadliest of end game content.

Consumption Details:

  • 25% vs. Physical Attacks
  • 25% vs. Magical Attacks
  • 50% vs. Eldritch Attacks
  • 50% vs. Sacred Attacks
  • IGNORED BY: (See: ‘Advanced Actions’ plugin)

Resonance:

Because Resonant armor requires a specific energy source to maintain, the user of the armor must resonate that form of energy in order for the armor to manifest.

Arcane armor requires that the user be resonating Arcane energy, as does divine, and even entropic!

Should the user lose this resonance the armor will vanish until the resonance is restored. At which time the armor returns as if it had never been lost.

Likewise, if the user somehow resonates another energy, then that armor will manifest (if it exists) instead.

Switching between resonances DOES NOT destroy the armor in transition, and can freely be switched between as frequently as the batters resonance switches! This is assuming the armor has not been consumed or drained in
some way.

Note: Armor drain still effects non-manifested armor!

Note: Resonance switching is not always voluntary! It is a good idea to
have multiple ways of re-establishing resonance when it is lost.


I will mention that the script is complete and functional. As well as the ‘Advanced Actions’ plugin. In the process I wrote the core of an ‘Advanced Attack Elements’ as well. Which got me started writing ‘Battle_v3’!! (I am currently writing it up)

Productivity abounds!

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