Concept

Interaction formula catalogue

You might say: ways to combine attack and armour

A catalogue of mitigation formulas compares how armour changes damage taken: subtractive, divisive, percentage and threshold models.

What it does
Makes a hidden balance choice explicit before numbers are tuned.
Ask
Which response curve keeps every relevant interaction playable?

Catalogue: Mitigation model

Sources

  1. Ian Schreiber, Level 3: Transitive Mechanics and Cost Curvesin a transitive mechanic, everything has a set of costs and a set of benefits, and all in-game effects can be put in terms of one or the other.
  2. Bethesda Softworks, Fallout: New Vegas Game Manual, p. 8Damage is calculated by subtracting the DAM rating of the weapon you are firing against the Damage Threshold of your target’s armor.
  3. Bethesda Softworks, Fallout 3 Game Manual, p. 11DR – The percentage of damage resistance the item offers
  4. Runarcana RPG, ObjectsAn object with a damage threshold is immune to all types of damage unless it suffers an amount of damage from a single attack or effect that equals or exceeds the damage threshold, in which case it receives normal damage.

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