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I've seen poor-quality full plate and half plate that IIRC had -5? (ended up selling it because it was heavy, expensive, and would have made Roland useless at Athletics, all for on extra point of soak, on average) But all the medium or lighter so far were 2 or below.
Dodge is far more impactful than soak, so it's definitely worth getting enough skill to use whichever armor type you have without encumbrance.
Soak has diminishing returns, but the first 10-15 points of soak are super strong. Soak can be approximated as flat damage reduction, which means it counters enemies with multiple low damage attacks or large swarms of trash mobs.
Dodge is basically the opposite, the first couple of points of dodge are basically useless because all enemies have an innate accuracy bonus, some bosses have crazy numbers like +13 to hit. So if you have a heavy weapon Armsmaster for example, with 1 agility and no shield slot, getting another 2-3 points of agility isn't going to make a difference, just slap a heavy armor on that bad boy and use him as a flanker. Heavy Armsmaster is actually the best class for trash clearing, so flat damage reduction fits the role perfectly.
Personally, I don't find Soak to be reliable at any value, as you can still receive 0, 1, or 2, while rolling for its effects, making it feel useless on a number of occasions. In the course of many battles, you will inevitably receive these low rolls and wonder how armor is helping you.
Sadly, the damage reduction is not flat, but a variable number between 0 to your maximum Soak value, which means that if you are unlucky, you may get little to no damage mitigation at all, from hits. If your enemy rolls high on their damage roll, and you roll zero on your Soak roll, you are just as vulnerable as if you were naked.
Even if you don't roll zero, there is a 50% chance that Soak will give you only half protection or less. Armor doesn't feel good or dependable in this game, no matter what you wear.
It's hardly useless, over the course of the game it's very predictable, because of how many combat encounters there are, and because it usually takes several hits (at least) to drop a character.
Every hit, on average, is reduced by Max Soak/2, which makes a pretty big impact over time.
It might not be possible to make a Soak-based tank that is impossible to hurt, but the difference between low and high Soak characters is quite noticeable.
With the law of averages, you are correct. A Soak Range of 0-15 is roughly equivalent to having a damage reduction of 7.5 in the course of the game. But the subjective experience in the moment, when you get hit for 15 damage because you rolled zero on Soak (despite being clad in heavy armor and shield) isn't very gratifying.
I would have much preferred a consistent flat damage reduction of 7 rather than the wild swings you can experience on a 0-15 roll. I assume the inconsistent protection is meant to heighten the tension of combat, as you never know for sure when armor may fail you at the wrong time. Arguably, there are other ways to achieve that even with consistent damage reduction- e.g. high damage rolls and critical hits by enemies (as it is in most RPG's).
In this game, you can have the worst of all 3 factors: low roll on your armor, high damage roll by enemy, and critical hit by enemy. The net effect is to always make you feel vulnerable, regardless of gear, which I guess was the intention.
Fortunately, easy healing offsets this danger to some degree. Reserving Level Ups for full healing in combat is a viable strategy, especially early in the game.
Armor seemed pretty balanced to me. My light armor wearers dodge more but when they don't they get wounded in 2 or 3 hits, medium is average, dodge some and die in a couple more hits while my heavy armor wearers dodge nothing but usually lose very little HP with a big hit here and there but battle usually end before they get low Vitality.