DraQ
Arcane
Percentage based isn't completely worthless if it doesn't cover all the damage sources and can still be used to supplement more interesting armour mechanics, but it's pretty much the second worst armour system out there as standalone (plain HP bonus/percentage reduction against all damage sources is even worse).
Nonlinear armour functions (possibly including flat reduction somewhere) are much more interesting.
Traditional AC is pretty bad as far as it goes, but something like inverse AC - chance for attack to just bypass the rest of armour mechanics and do full damage seems like a nice thing to have.
If armour can be physically damaged you can also discriminate between reduction that doesn't damage armour and one that's ablative.
Flat reduction also allows easy simulation of non-armour piercing attacks by splitting them up into multiple hits.
(As long as you don't have damage avoidance mechanics that works on per hit basis, because then you probably don't want single hit to count as multiple).
Of course that's assuming you don't go crazy with full physical sim approach I have always been partial to.
As for elemental resistances - stack your custom spell with 100% weakness to frost for 1s as the first effect.
Nonlinear armour functions (possibly including flat reduction somewhere) are much more interesting.
Traditional AC is pretty bad as far as it goes, but something like inverse AC - chance for attack to just bypass the rest of armour mechanics and do full damage seems like a nice thing to have.
If armour can be physically damaged you can also discriminate between reduction that doesn't damage armour and one that's ablative.
Flat reduction also allows easy simulation of non-armour piercing attacks by splitting them up into multiple hits.
(As long as you don't have damage avoidance mechanics that works on per hit basis, because then you probably don't want single hit to count as multiple).
Of course that's assuming you don't go crazy with full physical sim approach I have always been partial to.
Morrowind actually has nonlinear damage reduction function against physical damage - it reduces damage from weaker hits far more than from strong ones. IIRC it halves damage if it's equal to armour rating.Morrowind would be better if had flat damage reduction, so really powerful spells like "chill of death"(which I created, it deals 100 pts of damage during 5 seconds or 500 damage) could still be useful vs powerful ice resistant creatures. Not creatures of pure ice like a Frost Atronach, but you got the idea.
As for elemental resistances - stack your custom spell with 100% weakness to frost for 1s as the first effect.
Normal real world armours are way more complex than that, but flat DT is definitely a good thing to have somewhere short of full physical sim.Normal real world armors are flat damage reduction. Under certain threshold projectiles do squat. Above certain threshold, armor is paper.
Mathematically percentage reduction is bogus. If armor is pierced and reduces damage by n. Why would damage by 1 kg projectile be reduced the same as damage by 10 kg projectile?