One of the goals of my game project is an armour system that's engaging and functional, one that makes the player think about it during combat and respond to its presence. In other words, not a uselessly small percentage resistance like you see in most games. The result has been armour that is, on the face of it, extremely overpowered. Almost realistically overpowered, even. This is done with a damage reduction system and high-end armour has so much damage reduction that it can sometimes be difficult or impossible to deal any damage through armour. Even clothing provides a fair amount of DR, even if it isn't anywhere near the same league as armour. This pairs with strong dodge, block and parry mechanics to make some characters appear near impossible to fell. So here's how I'm balancing it.
1. Damage types and type advantage.
This is very straightforward. Armour is not equally effective against all damage types. an opponent
2. Buffel.
Even more straightforwad, if you can find an opportunity to do so hold the attack button down and you will make a buffel, an impractically heavy attack that has double attack power, but takes twice as long and consumes four times as much stamina. This can breach much heavier armour than a regular attack, but it rarely actually works because the attack is so slow and easy to respond to.
3. Back attack.
The previous options are often defeated by the enemy's guard, but if you dodge past an enemy and attack from behind an enemy can't block your attack and while you won't deal more damage any damage you do inflict will stagger more and usually deal more body damage, helping set you up for a combo. Of course, that doesn't help if the enemy's armour is just too thick for you to penetrate, especially since many enemies will have a cloak that actually gives them slightly MORE damage reduction on their back. (Though only slightly. Even with type advantage it's +3, when their armour could in theory have as much as 44 already and their natural armour another 5.)
4. Use non-kinetic damage.
To some extent, energy and poison are the Achilles' heel of armour. It still works on them, but not to nearly the extent it does on kinetic attacks. Delivering poison is easy, but requires you do at least some damage, but it can make just a little damage something functional and the more the better. The player can also deliver heat and chemical damage easily enough, and the armour system there will prevent damage for some time but enough damage in a short enough period will wear through it and start dealing damage. Poison is slow, though, and energy damage has a hell of a time actually killing anything, so keep that in mind.
5. Attacking weak points for massive damage.
This is the one referred to in the title of the thread. Armour is extremely locational in this game, protecting exactly as much of the body as it appears to, so aiming where your opponent doesn't have armour (or just has less) can allow you to sneak in damage. Most of the body can have two layers of armour, the head can fit a layer of clothing over the top of that, but some body parts can't get nearly that much. The face and neck can both only have one layer of armour and one layer of clothing, the feet can only have a layer of armour, and the hands can only have a layer of clothing. That's four places where weak spots are almost guaranteed. The hands in particular are a good target because they are so exposed and the hand is a 2x body damage hitbox for the arm. Sure, it's hard to land a hit on the hands without it being blocked, but if you do you're likely to cripple in one hit and it's almost impossible the attack will fail to deal damage.
Here's the problem. I know it's only one of five options, but as it's such a useful option I'm concerned players just won't be able to perform such extreme precision shots like hitting a character's hand while it's attacking or in a parry recovery, or just otherwise not blocking. I'm not even sure most players will think to do that. So, how do I ensure players are thinking of doing that and give them good opportunities to practice? I've got a few things already, but the more I can do the better.