Armor Degradation:
Chance of breakage per hit as a percentile
Starting percentile: 0% chance each hit.
For every 150 hits the armor receives, increase chance of
breaking percent by 2%. If the player gets past 10%, increase exponentially. Percentage transfers with armor through trades.
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Skill leveling up:
x = chance of leveling up
x = .4%
For every monster killed, increase x by .1%. Possible adding in different values for different monsters.
x = x +(MonstersKilled * .4)
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Remove the retarded percentages for damage. Make them hard number based.
I did the math for these today, and the rates balance out, they are just a little more predictable and like-able.
That is all.
-Luke

That's way better than random breakage. I wish there was a way to take the chance of breaking back to 0 before it breaks though