Originally DoomRL armor was purely flat point based. Red armor took four points of damage (not counting some damage type details) and that was it.
Then it added in damage type resistances which were percentage based. DoomRL currently uses a blended armor model (which I find a bit easily broken). For WolfRL I would like to use a purely percentage based system, but while doable the UI doesn't like it too much.
I'd like to buff up BOTH models--flat damage reduction bonuses for damage types AND raw percentage. Mix and match as is appropriate or keep one and ignore the other.
Originally DoomRL armor was purely flat point based. Red armor took four points of damage (not counting some damage type details) and that was it.
Then it added in damage type resistances which were percentage based. DoomRL currently uses a blended armor model (which I find a bit easily broken). For WolfRL I would like to use a purely percentage based system, but while doable the UI doesn't like it too much.
I'd like to buff up BOTH models--flat damage reduction bonuses for damage types AND raw percentage. Mix and match as is appropriate or keep one and ignore the other.