I don't understand the description compared to the examples given. If in the example "damage = 10% of armor" B has 0.08 and A has 0.12 reduction compared to vanilla 0.22, why are A and B better for armor against small arms when they reduce less? Or what does reduction mean?
Lets take real numbers. In my game a light combat armor chest has 400 armor, an army helmet has 200 armor. The highest armor chest (from a mod) has 3000 armor. A .38 pipegun has 25 damage, a 5.56 combat rifle has between 45 - 70 damage a shot. A .308 hunting rifle has normal 80 damage, with the highest .308 receiver it has 160 damage, a .50 receiver has 450 damage. Humans have 80 to 160 hp (no matter what level). Lets say I shoot with 25 damage, 60 damage or 160 damage at a gunner with 600 armor, does vanilla reduce the damage more or less than A and B?
I thought alot about how damage reduction and armor rating should work ... in the end i did it totally different:
- Added armor rating as high as - Added damage reduction - Set damage reduction enchantment on any armor as high as set armor rating
This would avoid having to deal with the crappy formular which also is fucked by MinDamageReduction which was 0.05 and not 0.01 for most damage types ...
Neat. This might be the mod I was looking for, since we VR radrat don't have access to mod like Bastion. I wonder if playing with the type B make power armor user really hard to deal with, since I also want to use True Damage and Hardcore Health Overhaul (those 2 should be compatible in VR) but without your mod power armor get shred
It makes power armor relatively overpowered. I have been playing with the PA mod linked in the description, which makes things sort've balanced. Currently it doesn't cover the CC PA content sadly.
Perfect that's what I am looking for, they are only an handful of PO user unless you side against the Bro's of steel, I feel they need to be like mini boss. Ok I don't use CC anyway
I apologize for my bad English, this is machine translation: I'm a little confused about the formula. Let's say 100 armor, 300 damage. In version A, is the final damage 294 or 6?
"I conject, that this was roughly caused by play testers crying if you allow sentry bots to completely tank their 10mm." ---------------------------------------------------- Hmm, not really, it's much more to do with game design - i.e., widest possible variety of viable player builds. I play like you, with a variety of weapons and not specialising, but many players like to narrow in on one focused build. And the game tries to accommodate everyone, is all.
"This mod gives ...effects slightly closer to something like the damage threshold seen in FNV, where heavy armor can make the player almost immune to weak attacks." --------------------------------------------------- Which is why FO4 didn't adopt FNV's DT experiment and returned to FO3's simpler approach. If you want to emulate something more like the DT in FNV then that's cool of course and thanks for sharing - I'm just explaining why FO4 doesn't have it (i.e. they preferred FO3's approach).
FNV Armor Rating wasn't an experiment, that's just how old Fallout worked, and it actually works well and waaaay less vague. Makes things like Armor Piercing actually useful than once again being vague. The reason it is the way it is in Fallout/Elder Scrolls/Starfield because Beth just likes the 80% flat cap represented by a huge number that you will never know just based on in game knowledge.
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Lets take real numbers. In my game a light combat armor chest has 400 armor, an army helmet has 200 armor. The highest armor chest (from a mod) has 3000 armor. A .38 pipegun has 25 damage, a 5.56 combat rifle has between 45 - 70 damage a shot. A .308 hunting rifle has normal 80 damage, with the highest .308 receiver it has 160 damage, a .50 receiver has 450 damage. Humans have 80 to 160 hp (no matter what level). Lets say I shoot with 25 damage, 60 damage or 160 damage at a gunner with 600 armor, does vanilla reduce the damage more or less than A and B?
- Added armor rating as high as
- Added damage reduction
- Set damage reduction enchantment on any armor as high as set armor rating
This would avoid having to deal with the crappy formular which also is fucked by MinDamageReduction which was 0.05 and not 0.01 for most damage types ...
I wonder if playing with the type B make power armor user really hard to deal with, since I also want to use True Damage and Hardcore Health Overhaul (those 2 should be compatible in VR) but without your mod power armor get shred
Ok I don't use CC anyway
I'm a little confused about the formula. Let's say 100 armor, 300 damage.
In version A, is the final damage 294 or 6?
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Hmm, not really, it's much more to do with game design - i.e., widest possible variety of viable player builds. I play like you, with a variety of weapons and not specialising, but many players like to narrow in on one focused build. And the game tries to accommodate everyone, is all.
"This mod gives ...effects slightly closer to something like the damage threshold seen in FNV, where heavy armor can make the player almost immune to weak attacks."
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Which is why FO4 didn't adopt FNV's DT experiment and returned to FO3's simpler approach. If you want to emulate something more like the DT in FNV then that's cool of course and thanks for sharing - I'm just explaining why FO4 doesn't have it (i.e. they preferred FO3's approach).