I also, tested this with player armor. A naked unarmored player (or just any spot on the body that has no armor value) has a +100 modifier added to their chances of being hit, while a player with an iron pauldron with +7 armor (when it rolls to hit said section of the players body) will instead have a +65 modifier to their chances of being hit.
So in terms of the whole formula, this fact actually has pretty big implications, armor has a HUGE effect on the chances of hitting and getting hit. Like that enchantment that strengthens armor by +5 or the one that weakens armor by -5 is actually adding or subtracting 25 onto said hit odds.
EnemyEntity.cs:
Code: Select all
// Enemy monster has predefined level, health and armor values.
// Armor values can be modified below by equipment.
level = mobileEnemy.Level;
maxHealth = UnityEngine.Random.Range(mobileEnemy.MinHealth, mobileEnemy.MaxHealth + 1);
for (int i = 0; i < ArmorValues.Length; i++)
{
ArmorValues[i] = (sbyte)(mobileEnemy.ArmorValue * 5);