10-may-2023: wow, I thought it was what I was looking for, something that would increase the defense of the enemies, that would make the battles better, but it turns out that I don't understand anything, haha, what a pity.
08-january-2024: I tried, I really tried. I'm still the same as before, I didn't understand anything. thanks the same
Is that ok? Will that do something? is there anything else I can do? The only thing I wanted is for the armor value cap to be higher, so if I have 800 armor will be better than 600 and so on. Do this mod does that? Im confused and frustrated please help!
Thanks for including the source. That allowed me to play around with the armor formula myself.
Question, though. do you know of a way to catch the final damage resist? after an attacker's "Mod Target Damage Resistance" perk entry point is applied. (ie after armor penetration)
as it stands, a target with 1000 armor (I believe that's 7x effective hp by this mod's formula), when subjected to a mere 20% armor penetration, takes more than double damage! instead of the about 20% more damage that you'd get by reducing that 1000 armor to 800. Since that calculation is done on the modified damage resist of 0.86, dropping that down by 20%, to 0.69, instead of dropping the armor stat. Equivalent to cutting the armor stat by 64%. We're stuck with the shitty vanilla armor formula in regards to armor penetration.
124 comments
08-january-2024: I tried, I really tried. I'm still the same as before, I didn't understand anything. thanks the same
I just set the values to
[General]
ArmorScalingFactor = 0.8
DisableHiddenArmorRating = 1
OverrideArmorCap = 0
Is that ok? Will that do something? is there anything else I can do? The only thing I wanted is for the armor value cap to be higher, so if I have 800 armor will be better than 600 and so on. Do this mod does that? Im confused and frustrated please help!
That allowed me to play around with the armor formula myself.
Question, though. do you know of a way to catch the final damage resist? after an attacker's "Mod Target Damage Resistance" perk entry point is applied. (ie after armor penetration)
as it stands, a target with 1000 armor (I believe that's 7x effective hp by this mod's formula), when subjected to a mere 20% armor penetration, takes more than double damage! instead of the about 20% more damage that you'd get by reducing that 1000 armor to 800. Since that calculation is done on the modified damage resist of 0.86, dropping that down by 20%, to 0.69, instead of dropping the armor stat. Equivalent to cutting the armor stat by 64%. We're stuck with the shitty vanilla armor formula in regards to armor penetration.
Use Equipment Durability System together increases danger of long time fighting
TKS underthesky!