yh I've been meaning to try to bring this up again on the forums for a while. Cut efficiency should be applied dead last in the damage calculations so that only the percentage of the cut tamage you actually take is dealt as stun.
this is more or less the only mod im using that the change armors values . and somehow when the UC samurai raided my base . my harpoons mostly did 0 damage when hitting some body parts .. like ( 175 ) damage completely negated to ( 0 ) that is very unbalanced melee seems to function ok . but harpoons are getting a huge nerf from this mod when harpoons are supposed to be the anti armor base defence
Could I ask you to elaborate on how you arrived on the values you did? You certainly did not go the simple route I thought of when trying to reproduce your numbers.
Like: Mercenary Leather with cutdef=0.12 and cutintostun=0.3 (absorbs 112% of the damage an average medium piece would and converts 30% into stun), which would translate to absorbing 78.4%, which would yield a new cut def=-0.216. You have a new cutdef=-0.054. So what steps am I missing to convert my own pieces to your standard?
necessary mod ... that was bullshit, apart from complicated and above all unfair, something with 100% coverage and low efficiency could be very dangerous when I resume my game (I am in "pause") I will use it 100%, thank you very much
if something is not understood it is because I use google translator
Sort of. You do get more blunt damage with more layers due to resisting more, but the greater problem is that converted blunt damage from each layer ignores subsequent layers of blunt resistance. This has a backwards effect where adding a less efficient armor over stronger, more efficient under armors causes you to take more damage than if you had left it off. If you have a strong outer layer over strong inner layers, they would all be beneficial - but that is the only thing that works right in this system.
To know which armors are outer or inner layers, the order of calculations is: Head, Armour, Pants, Shirt, and then Boots
"place this above or below it in your load order depending on which mod's effects you prefer" Can you please specify whether above (or below) prioritizes your mod over another? cheers
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that is very unbalanced
melee seems to function ok . but harpoons are getting a huge nerf from this mod when harpoons are supposed to be the anti armor base defence
You certainly did not go the simple route I thought of when trying to reproduce your numbers.
Like: Mercenary Leather with cutdef=0.12 and cutintostun=0.3 (absorbs 112% of the damage an average medium piece would and converts 30% into stun), which would translate to absorbing 78.4%, which would yield a new cut def=-0.216.
You have a new cutdef=-0.054.
So what steps am I missing to convert my own pieces to your standard?
when I resume my game (I am in "pause") I will use it 100%, thank you very much
if something is not understood it is because I use google translator
So in simple, what is the point of wearing more protection?
Is that right?
To know which armors are outer or inner layers, the order of calculations is: Head, Armour, Pants, Shirt, and then Boots