Version 1's "Armored" System Easier math for everyone! Some time ago, Starcraft II was updated in a way that allowed unit tags to be applied on the fly - for example, a unit could be temporarily tagged as Light or Psionic based on a buff, or no longer considered Massive for a duration. There's a lot that could be done with such a functionality, but for the time being we're going to be using it to simplify NOTD 2's defenses - for both players and enemies. Rather than using Armor Points for units and Damage Penalties vs Armor for weapons, NOTD 2 will be abusing the "Armored" unit tag to make things easier to understand for players. In essence, it boils down to this: Armored players will take less damage from all enemies. The baseline is 30%, but special enemies will have a greater amount of reduction (for example, Slashers). Armored enemies will take less damage from most weapons and abilities. The baseline for enemy damage reduction is also 30%, but certain weapons will have better performance against Armored enemies on a case-by-case basis. The Laser will be adjusted to fit the new system and deal bonus damage to Armored enemies. How this affects gameplay For starters, it'll be much easier to determine your damage output - the SCII engine already supports "vs [Type]" calculations in its weapon tooltips, meaning that you can tell exactly how much damage your weapon deals against Armored foes with a glance. This also goes for enemy weapons - checking up how much damage they deal vs Armored will let you determine quickly and easily how much damage you'll be taking if you get hit. Secondly, it'll make the armor items and buffs much more straightforward. Instead of having +2, +4, +6, +4 to Shields, player buffs that give armor, enemy auras that give armor, you're either Armored or you're not. There will be some new items and/or item conversions to fill the void left by the previous catalog of armors, but the "main" armor item will simply provide the "Armored" status to whoever uses it. Finally, it streamlines player classes designed for soaking damage. Rather than having upwards of six different types of damage mitigation, tank classes will recieve the "Armored" status in varying contexts: Assault: Being the "starter tank", the Assault is permanently Armored due to their passive ability Heavy Plating. Stormtrooper (aka Demotank): As the "shield tank", the Stormtrooper will remain Armored as long as they retain shield points. If their shield breaks, they will lose their Armored status. Paladin (aka Order Flamethrower): As the "caster tank", the Paladin will gain the Armored status as a buff by damaging enemies with abilities like Smite and Shatter. Sapper (aka Mods Technician): As the "berserker tank", this class will gain the Armored status while the Rampage toggle is active, making them more durable but liable to attack allied units. Additionally, some classes (such as the Medic, Tactician, or Strategist) will be able to provide the Armored status as a buff, whereas some others (such as the Flamethrower) will be able to obtain temporary Armored status through Talents.