I've recently increased the effectiveness of a lot of the shields in Conquest. Limit shields put a lower cap on damage, Impact and Tesla block more damage, and I'm considering increasing the maximum level of Precision armor from 10 to 20.
The one major problem I encountered was... invincibility. If I equipped one layer of Impact armor and a Precision +5 or +10 or so below that (so that attacks hit the Impact and then the Precision shield), none of the monsters could hurt me at all, ever. 1-5 damage tops, for the really heavy attacks. This is because all the monsters' attacks were Solid-typed. I've since started adding energy attacks (and some new monsters), and so far this seems to be helping a great deal...
The player can still achieve temporary invulnerability by equipping Standard armor with Precision below it, but unlike Tesla/Impact, Standard takes damage, so the player won't be invulnerable for long (which is the idea behind making the shields powerful but take damage).
However, that Precision armor is still a potential source of imbalances. Its purpose is to combat rapid-fire weapons that inflict lots of weak attacks. This it does with great success, because a precision +9 shield will take 10 damage out of every attack that hits it. It's generally useless against power weapons like explosives or railguns. So far, so good. The problem is when you have two layers of Impact and a layer of Precision, for example, so that the damage is reduced very low by the first two layers, and then to 0 by the Precision.
So, I want to increase the max value of Precision to 15 or 20, but I'm worried that it will make the player too powerful. Keep in mind that Precision can be equipped on each layer (11 + 11 + 11 = 33 damage taken from every attack), but that leaves the player vulnerable to heavy-hitting attacks. Also keep in mind that when used in combination with other armors, it can often reduce the damage to 0 until one of those armors fails.
Question 1) What's a decent max for Precision armor?
The other question I have is, should I give the monsters powerful weapons to make Limit armor more valuable? Currently Limit Armor is capping damage to 65 for Green, 40 for Yellow, and 25 for Red. I probably want enemy attacks to at least make Yellow Limit useful, but giving enemies Railguns, Rocket Launchers, and other heavy weaponry is what I really want to do. The really heavy-hitters won't be all that common, but they'll be there often enough that the player should be very concerned about how to deal with them. Blink and Limit shields are his best bet.
However, if the player encounters one of these enemies when he's not in the best of shape for them, or when other enemies are rapid-fire, making such a defense less feasible, then I have a problem. I don't have a team of artists making maps for the mod and placing things perfectly as they should be -- I'm using the original Quake maps and just mixing things up a bit, so I still have to deal with a lot of unknown, and try to avoid placing the player in unfair situations, whether they come to his advantage (invulnerability) or disadvantage (instant death).
Question 2) Should I have some monsters weilding high-powered weapons that could potentially kill a normally armored player in a single hit, in order to encourage him to make use of the proper armor types and keep him on his toes?
And finally, there's the Impact/Tesla armor issue. I'm worried that they're too powerful, since they're essentially Standard armor that takes no damage, but only blocks one or the other type of damage. So, if I'm wearing Impact armor but the enemy hits me with electricity or heat, it passes right by that armor. But if I get hit with an explosion or nail, Red Impact armor could block out 75% of that damage. The real problem comes in when the player is wearing Precision under that, which often reduces the damage to 0 after it's been reduced so much by the Impact. If the player gets hit by Energy hits, he's screwed because Impact doesn't touch that, but he could wear Red Impact, Red Tesla, and Precision+10, which would give him armor that never takes damage and reduces most attacks to 0 (unless it's a railgun or something else really powerful).
So, I'm a little confused over whether this will be over-powered or not, especially after I've finished giving the monsters a variety of attacks so they're not all Solid-type.
However (and here's the question part), Tesla and Impact armor used to have penalties associated with them, so that if the player wears Impact armor and gets hit with an energy shot, it AMPLIFIES the damage instead of just ignoring it (Red Impact would amplify Energy shots by 40%, instead of reducing them by 75% or ignoring them). This was really dangerous for the player, and it made the two armors too unattractive to use when I was deciding what to equip monsters with. But.. I wonder if I should reinstate that as an added danger, but with reduced penalties (so the damage is amplified, but not by a lot).
Question 3) Should Impact and Tesla armor amplify the damage of attacks that are the wrong type?
The very balance of the universe hinges on these questions!

Thanks, all.