Mount & Blade II: Bannerlord
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GenericModderMan

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GenericModderMan

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About this mod

This mod makes it possible to change the effectivness of armor on the three base damage types.

Simply open the JSON file and make armor as strong or weak as you think it should be.

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This mod makes relevant values in the damage calculation accesible to the user, via. a .json file.
The damage calculation is the default calculation, but the values can be changed.

Think armor needs a general buff? Incresase ArmorAbsorbModifier
Think blunt weapons are too strong? Decrease BluntBlunt and increase BluntFactor
Think pierce weapon damage is fine on unarmored targets, but too weak against armor? Decrease PierceFactor

Think  something else?  Well basically all weapons do some part blunt and some
part pierced damage, and all strikes have a magnitude.
The magnitude of the attack is reduced by the AbsorbFactor. The blunt damage
dealt is simply the reduced magnitude muliplied by how much blunt
damage is assigned to the damage type. In order to deal any pierced
damage the magnitude of the attack must be great enough compared to the
armor, you adjust how great by changeing the <>Factor values.



The default calculation goes like this:
AbsorbFactor =  50/(50 + Armor*ArmorAbsorbModifier);

if blunt
damage = Absorbfactor*BluntBlunt*Magnitude + (1 - BluntBlunt)*max(0,  AbsorbFactor* magnitude - Armor*BluntFactor)
if cut
damage = Absorbfactor*CutBlunt*Magnitude +  (1 - CutBlunt)*max(0, AbsorbFactor* magnitude - Armor*CutFactor)
if pierce
damage = Absorbfactor*PierceBlunt*Magnitude +  (1 - PierceBlunt)*max(0, AbsorbFactor*magnitude - Armor*PierceFactor)

Basically, no part of blunt damage is thresholded, and the

Default values (1.0.0)
    "ArmorAbsorbModifer": 1,
    "BluntBlunt": 0.6,
    "CutBlunt": 0.25,
    "PierceBlunt": 0.1,
    "CutFactor": 0.5,
    "PierceFactor": 0.33
    "BluntFactor": 0.2

Heres an example for the default values: If you have 50 armor and is hit by
an arrow i.e a pierce damage type with a magnitude of 50. You absorb
half the magnitude due to having 50 armor. That means the effective
magnitude is 25, since the damage type is pierce you take 0.1 times that
damage as blunt i.e 2.5 damage. Furthermore, the effective magnitude is
greater than one third of your armor so you take 0.9 * (25 - 50*0.333) =
7.5 damage as pierced damage.

I have not actually played 1.0.0 so i don't have any recommended values,
but the point is that you are free to buff or nerf armor however much
you like :)

If the game crashes on startup with the error: Could not load MBModifiableArmor.dll, remember to unblock the dll.

If you have used the mod before, note that TaleWorlds have changed blunt
weapons to have the same damage calculation as pierce and cut, with a
corresponding "BluntFactor" as i chose to call it. Furthermore, they
have changed the AbsorbFactor equation from 100/(100 + x) to 50/(50 +
x). Meaning, if you thought an ArmorAbsorbModifier of 2 was good in
v.1.7, then leave it at 1 now.