The armor value is the main way to reduce damage taken.
The armor must reduce the damages in percentages following a logarithmic function in order to have a cap.
Each point of armor affects the Laser, Melee, Missiles and Ballistic resistance. For example 1 Armor = 0.1% Laser, Missiles, Ballistic and Melee resistance.

Damage reduction = f(Armor) where f(Armor) is something like 1+2log(Armor). Click here to see the plot.
The horizontal asymptote represents the maximum possible damage reduction.

We need a function that puts in relation the level of a character with the armor gained per level. That function must respect the above written constraint.

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