Easy. If an enemy attempts to attack you, it is registered as an attempt. The AI would of told the game engine it made an attack, so it be easy to flag it.
If it hits x amount of experience towards armor skill*
if it misses y amount of experience towards armor skill*
You should get more x than y. However y should be different between light and heavy. Since Light is designed to allow easy movement, hence dodgeing, heavy is not.
*based on what you wear
It actually is not that hard to do if you choose to allow game engine to do that.
I really dislike the advice of finding mudcrabs to beef up your skill, when a player should be rewarded for learning to strife and dodge attacks.
Yes it works, but it's hardly in character for a player to go down to a river to find crabs to scratch up your armor for an hour.
If it hits x amount of experience towards armor skill*
if it misses y amount of experience towards armor skill*
You should get more x than y. However y should be different between light and heavy. Since Light is designed to allow easy movement, hence dodgeing, heavy is not.
*based on what you wear
It actually is not that hard to do if you choose to allow game engine to do that.
I really dislike the advice of finding mudcrabs to beef up your skill, when a player should be rewarded for learning to strife and dodge attacks.
Yes it works, but it's hardly in character for a player to go down to a river to find crabs to scratch up your armor for an hour.
Love that idea. I'm especially unhappy with Light Armor at the moment, because it simply misses its target audience. If I wanted more defense, I'd take Heavy Armor in the first place. Light Armor and Unarmored should enhance your movement and dodging abilites.