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Camo101

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About this mod

Changes the parameters that control the relationship between damage and armor, making armor more effective at blocking small arms.

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The fallout 4 damage formula is as follows:

Final Damage=Incoming damage*Damage Reduction
Damage Reduction=Min(0.99,((α*Incoming Damage)/(Damage Resist))^β )
With default parameters α=0.15 and β=0.36
This mod gives provides alternative values for these two parameters, with the intention of increasing the damage reduction vs weak attacks, producing effects slightly closer to something like the damage threshold seen in FNV, where heavy armor can make the player almost immune to weak attacks.

Why is the formulas so strange?

The first image shows the vanilla damage reduction vs Damage/Armor ratio in red, against the blue line showing damage reduction if it was the much simpler formula: reduction = damage/(damage+armor)



For damage>armor this produces almost identical results, however for damage<armor it significantly weakens the reduction curve, making it almost impossible to have reduction factor <0.2, i.e. to block more than 80% of the damage. I conject, that this was roughly caused by play testers crying if you allow sentry bots to completely tank their 10mm. I prefer a gameplay environment that requires adaptation, such that you might be forced to swap to heavy armaments to take out armored foes. Sadly, we only have the two priorly mentioned parameters and cannot change the formula itself.

V1 of this mod provides two alternative parameter sets that change the damage/armor relationship. Image 2 and Image 3 have the damage reduction as a function of the damage/armor, or armor/damage ratios. The red line provides the default, while the Blue line shows Version A of this mod, and the green line shows version B.

 
Version A increases the reduction of heavy armor on small arms, as can be seen in the right tail of the bottom armor/damage plot. To preserve some very weak sense of balance with the vanilla armor system I rescale the constant to match the vanilla damage reduction of 50% when armor=damage. This has the consequence of making it so that when damage>armor, armor now reduces less damage. Overall, this version will make armor more important by both reducing damage when damage<<armor, and increasing the armor penetrative capacities of large arms when damage>armor.

 
Version B strictly increases the efficacy of armor, in a way that will be most noticeable for small damage relative to armor, where most of the damage will now be blocked.
 
Example points.
Damage=0.1*armor.
Vanilla reduction =0.22
Version A reduction= 0.12
Version B reduction=0.08
 
Damage=0.3*armor.
Vanilla reduction =0.34
Version A reduction= 0.26
Version B reduction=0.16
 
Damage=armor.
Vanilla reduction =0.5
Version A reduction= 0.5
Version B reduction=0.32
 
Damage=3*armor.
Vanilla reduction =0.75
Version A reduction= 0.98
Version B reduction=0.63
 
Due to the functional form of the equation there is still some kind of soft asymptotic behavior. In vanilla this means you can’t really block more than 80%, here version A will allow you to get to about 90% block, and version B about 95%. For V1 these values are not too extremely far from vanilla, as an initial balance test. As this mod is a simple .esp, it's very easy to customise in Fo4 edit to your liking. 



compatibility: 
Should be compatible with most things as it simply edits default game settings. Should work with damage thresholds, however they might make armor quite challenging together. Not sure how it works with direct hit, as i don't know whether this uses the default systems. 

Limitations/Issues: 
-It is unclear to me how survival damage etc multipliers work, and whether these are pre or post armor. This can make things hard to balance as different people use different multiplier systems. 
-The default game has an energy weapon calculation bug, where they are treated as having lower damage than they really have. This might make them strangely weak against some foes. To my knowledge the fix mod for this isn't updated currently... (nor is directhit, which also fixes this). I personally use true damage and set penetration multipliers for these weapons (very hacky fix). 
-This is largely balanced around mods like true damage, where the default automatics of low calibers will have very high DPS without some increasing of armor efficacy. 
-Potentially makes power armor OP. >> try https://www.nexusmods.com/fallout4/mods/5068?tab=description