User blog comment:JBox2D/Tank killers/@comment-10767476-20140226080014/@comment-24090662-20140304050520

You can achieve fairly balanced non-linear scaling by having damage which is increased rather than decreased by the target's armor. So if you have 100 armor, which gives 50% reduction, you'd get a 50% increase in damage. The trouble is that it would have diminishing returns, so it might make more sense to just increase the damage by a percentage which scales off of ad for each point of armor the target has. As a result, you'd be doing incredible damage to tanks, and building stats would cause you to scale harder off of their tank stats, while not scaling your damage versus squishies.