Quoting Sethai, reply 7
Problem is, boosting armour would always cause tons of stuff to clink off to no damage attacks, and this system would be terribly hard to use and balance at the same time, the reason I proposed the other way is it leaves space for armour to be efficient against 50 damage attacks, but letting 20 damage attacks still deal some damage, while rubbing off the smallest of attacks.
Sincerely
~ Kongdej
Oh yes, that system is almost certainly better. I just thought mine would be more likely to be accepted at this late stage of development, as it works within the existing "1 defence value, 1 attack value" system. Your system would mean displaying the properties of armour in a new way, as everyone would have 2 armour stats (a% and a reduction) and I'm not sure how it would work with the multi-piece armour system in the game at the moment.
Personally I quite like the idea of some units being unable to (or struggling to) damage certain units. It can add depth and strategy to know that you're better off using your spearmen to counter the wolves and using your catapult and champions to deal with the dragon.
But all of these systems, even mine, can be made to work if thy are designed from the top down. You choose your system, you set some example stats that work and then work out the technologies and traits to get there.
Using my system as an example:
Low Level Soldier: 20 Attack 5 Defence
High Level Soldier: 30 Attack 15 Defence
Low Level Monster: 25 Attack 10 Defence
High Level Monster: 40 Attack 20 Defence
The problem is that the units, techs and traits never seem to be designed like this. The designers just seem to say "well, the ogre had 20 attack, so the dragon should have 60" or "let's give him +5 attack if he picks this trait, wouldn't that be neat?" without any sense of where all these little decisions end up leaving us, or how the how a midgame champions compares to a midgame monster and midgame units with midgame technologies, or if they even expect all these elements to reach "midgame" at the same time.