Quick answer: Replace flat subtraction with a percentage-reduction curve like armor / (armor + K), and clamp final damage to a minimum of one.

If a heavily armored enemy takes zero or negative damage, flat armor subtraction has broken down. A diminishing-returns mitigation curve keeps damage sane. Here is how.

How to fix it

1. Use a reduction curve

Compute reduction = armor / (armor + K) for a tuning constant K, then finalDamage = damage * (1 - reduction). This never reaches 100% and scales smoothly.

2. Clamp the floor

Wrap the result in Mathf.Max(1, finalDamage) so a hit always does at least one point and nothing ever goes negative.

3. Keep penetration as a separate term

Model armor penetration by reducing effective armor before the curve, rather than adding flat damage, so it interacts predictably with mitigation.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.