What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction...
If you apply a calculation like X = (Y(sqrt)) * 1.5
X being the actual armor of the Unit, and Y being the Armor value provided by the item.
You would not hit Armor cap until 44,444,444.44 Armor Value then.
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@Aztron: Go
What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction... If you apply a calculation like X = (Y(sqrt)) * 1.5 X being the actual armor of the Unit, and Y being the Armor value provided by the item. You would not hit Armor cap until 44,444,444.44 Armor Value then.