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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3295368629&searchtext=unli%2Cit
Adjust armor hardening towards 1 and weapon hardening up until you are happy with the results.
Such damage wouldn't be possible in vanilla."
Wrong
156 armor - 26 = 130 armor
(Roll between 0 and 100)
if roll > 65 deals half damage
can't deal full damage though
but still, maybe he got hit in the hands or feet
Is there an option to log the calculation into the console?
Doing a dev quicktest and spawning a set of cataphract armor, another pawn is using a starter bolt-action rifle. 156% armor vs 26% armor penetration. While many shots are blinking off the armor, the shooter is still able to damage the armored pawn sometimes, even for 15 damage.
Such damage wouldn't be possible in vanilla.
I'm sure increasing weapon hardening would speed things up, but it's actually very funny to watch.
Patched another mod. While doing so, noticed that this mod was allowing flame damage to crack bones when armor was "pierced". Removed those shenanigans...
That mod, in short, makes armour that takes up multiple layers... apply per-layer. So stuff like Marine Armor that takes up two layers (outer, middle), counts for both layers when yer colonist wearing it gets shot in the chest.
Seems like a really fun way to have to prioritize the heavy armour targets, but I will warn you; If you've got mods like VFE - Pirates... Stuff like Warcaskets are hard nuts to crack even just with Thick Armor.
Anyway, looking at the tables, the results of this mod look super awesome and I am looking forward to try them in my next save. The armor and accuracy shortfalls are my biggest gripe with vanilla, and it seems that I am not the only one.
Jokes aside, it was terrifying to see a centipede raid, almost impossible to take the fuckers down quickly. It was fun tho (If you like pain...)
Update:
Added in logic to prevent <0% AP from causing issues.
Found issue is armor logic that caused armor to register higher against high AP. This was a legacy of the old curve that I missed removing. Specifically really impacted end game mechs when targeted with especially high APs.
Fixed. Should now see damages in line with the tables in the pictures.
[HardenedArmor] Selected hit part: 胸部
[HardenedArmor] Armor calculation:
Raw Damage: 4.00, AP: -0.15
Post-Armor Damage: 2.00
Deflected: False, Diminished: True
[HardenedArmor] Scaled damage calculation:
ArmorRating (inferred): 0.55
ScaledArmor: 0.55, ScaledAP: NaN
Effectiveness: NaN
Final Damage (after diminish/deflect): NaN
[HardenedArmor] Checking for damage propagation from: 胸部
[HardenedArmor] Propagation roll failed (50% chance).
I believe I've tweaked the values/methods in ways that are not normally tweaked. Using my math knowledge to reverse-engineer the result I want rather than patching the main methods.
I am hoping that no other modders got as computationally creative as I have and instead took a more direct route.
With some very narrow exceptions, like extended ranges, I abstract everything into a calculation rather then edit a core value.
Theoretically meaning that my mods tend to operate on effectively a different bandwidth than most mods, thus ensuring broad compatibility.
Once more mods get 1.6'd and I embark upon rebuilding a list to play where I'll *fingers crossed* prove out my theory to be correct.
This should cause more shots to be stopped (the basic function of that mod), and shots that do get through, to do less damage (the function of this mod).
Simple Answer: No. Weapon hardening is a power of 1/x. Armor hardening is value/2.
Complex Answer: Still no. Because this mod runs the vanilla calculation first, the basic vanilla logic is in place.
The "hardening" effect is done by running the calculation again with new values. So an AH of 2, leaves the armor as it was, then uses the WH to determine how much of an extra reduction should happen as a result of the armor. Higher WH is exponentially more AP which results in less secondary reduction.
The result of this is the vanilla calculation is, in effect, run through a damage reduction which is calculated based on the armor. This is actually why it should work with other armor focused mods. I am actually tweaking damage, not armor.
With the simplest of those being armor gets extra-hardened as the way I do the math should patch after they do their armor tweaks.
That said, I did extensive testing over the weekend and I watched 3-4 cataphract pawns from an ancient danger steam roll a tribal caravan (and then my tribal colony).
As such I am not certain any further balancing is required. That said, I'll play with it a bit and see what I think.
I primarily play no killbox, scavenger-tribals and have found the current balance very much to my liking.
My weapons are effective against normal (industrial and tribal) enemies, but markedly weaker than guns.
Good armor is a priority as the damage otherwise takes some time to recover from.
Mechs are terrifying until I have guns/armor.
I have also never yet felt I was suffering from mechanic chicanery cheating me out of what I felt was fair.
Yes, damage method is now the inverse root of weapon hardening hardening to determine new AP, armor is still scaled linearly but this results in low APs being more effective against medium armor rather than a punishing curve.
This curve is balanced to charge weaponry versus mech bosses.
"If your armor stat is above this value after subtracting weapon armor penetration, the armor will block all damage."
And Yayo experimented with damage threshold in Yayo's Combat 2 by assigning each armor an additional a minimum damage threshold value, based on its armor value.
Also CE used to be famous for incompatiblity, because it used threshold values for each armor, instead of vanilla armor %.
Damage threshold is a cool concept and I love to see it in games since I saw the difference it makes between Fallout 3 and Fallout: New Vegas.