[quote=“Kevin Granade, post:20, topic:14258”]Your choices for “best” are fundamentally limited anyway, if coverage didn’t dominate, something else would.
SWAT armor is only particularly good in its own niche, which is that mobility is highly valued, and you expect people to be shooting at you. If you remove the getting shot at part, it becomes unecessarally bulky.[/quote]
Ideally there shouldn’t be One True Armor any more than One True Skill, and probably not something that can be found on the first day of the game.
[quote=“Coolthulhu, post:21, topic:14258”]For example, an attack rolls 97% on armor avoidance (really good) and thus bypasses all general armors below 97% coverage, but hits all supplemental armor above or at 3% coverage.
This would also naturally translate into dodge benefits: dodge would lower attack’s armor avoidance, while high attacker accuracy would bring it up.
There is an old problem that would need to be addressed here: at the moment all attacks bypass coverage equally. A sledgehammer can hit an opening between glasses and the head and strike in the eye directly. By adding a armor bypass penalty (that couldn’t be compensated by accuracy) to attacks, it could be possible to have armors that protect from fists perfectly (regardless of accuracy and dodge), but still fail to protect from daggers and stings.[/quote]
I like this idea.