I think current systems does this anyways. There are some stats needs to be tweaked, but in the and this doesn't need to change
maybe i should put in more examples then to get the idea better across.
ex.
Weapon: Crossbow
damage type: Pierce
thrust: 81p
\AGAINST/
body armor - cape: Mail cover
material : Metal/mail
armor value: 18m
body armor: Thick Gambeson
material: Padded cloth
armor value: 23pc
total armor value = 41
Damage output to chest at 1m/s at 10m range.
(81p*(1+20%)-18m)*(1-20%)=63p-23pc=40p dmg applied on hit
vs (the system now)
81p-(18m+23pc*(0,34))=55p dmg applied on hit
difference: 37.5% less dmg.
ex.
Weapon: Crossbow
damage type: Pierce
thrust: 81p
\AGAINST/
body armor - cape: padded cover
material : Padded cloth
armor value: 6pc
body armor: Plate armor
material: Metal/plate
armor value: 30mp
total armor value = 36
Damage output to chest at 1m/s at 10m range.
(81p*(1-20%)-6pc)*(1+15%)=67p-30mp=37p dmg applied on hit
vs (the system now)
81p-(6pc+30mp*(0,34))=64p dmg applied on hit
difference: 72.9% less dmg.
ex.
Weapon: Crossbow
damage type: Pierce
thrust: 81p
\AGAINST/
body armor - cape: Mail cover
material : Metal/mail
armor value: 18m
body armor: Plate armor
material: Metal/plate
armor value: 30mp
total armor value = 48
Damage output to chest at 1m/s at 10m range.
(81p*(1+20%)-18m)*(1+15%)=91p-30mp=61p dmg applied on hit
vs (the system now)
81p-(18m+30mp*(0,34))=52p dmg applied on hit
difference: 17.3% more dmg.
see how this system changes the dmg output dependent on your armor loadout more, suddenly its good to have a gambeson (or some padded armor) on instead of only plate/mail armor (even more so if you take price of equipment into account) if you are up against pierce (in this example crossbows) and armor value alone has less to say.
the system with cut, pierce, and blunt right now only applies a damage reduction based on armor value alone. that is,
cut = penetrates 1/2 the armor value
pierce= penetrates 2/3 the armor value
blunt= penetrates 3/4 the armor value
what the current system does is, you can take a cape on with high body armor value, and NO body armor, and take a giant axe hit to the gut, and still laugh it off.
I forgot to put this in, in the original post:
unarmored < anything, +100% more dmg from all types, or even go as high as 150%.
fur > blunt
fur < cut
fur < pierce
ex.
Weapon: Crossbow
damage type: Pierce
thrust: 81p
\AGAINST/
body armor - cape: Thick armored bear pelt
material : Fur
armor value: 21f
material : Plate
armor value: 12mp
body armor: none
material: unarmored
armor value: 0ua
total body armor value = 33
Damage output to chest at 1m/s at 10m range.
(81p*(1+25%)-21f)*(1+15%)=(92p-12mp)*(1+100%)=160p dmg applied on hit
vs (the system now)
81p-(21f+12mp+0ua*(0,34))=56p dmg applied on hit
difference: 185.7% more dmg.
ex.
Weapon: Black heart (2-handed axe)
damage type: cut
thrust: 113c
\AGAINST/
body armor - cape: Thick armored bear pelt
material : fur
armor value: 21f
material : Plate
armor value: 12mp
body armor: none
material: unarmored
armor value: 0ua
total body armor value = 33
Damage output to chest at 1m/s.
(113c*(1+25%)-21f)*(1-20%)=(96c-12mp)*(1+100%)=168c dmg applied on hit
vs (the system now)
113c-(21f+12mp+0ua*(0,5))=86c dmg applied on hit
difference: 95.3% more dmg.
ex.
Weapon: Heavy mallet
damage type: blunt
thrust: 62b
\AGAINST/
body armor - cape: Thick armored bear pelt
material : fur
armor value: 21f
material : Plate
armor value: 12mp
body armor: none
material: unarmored
armor value: 0ua
total body armor value = 33
Damage output to chest at 1m/s.
(62b*(1-25%)-21f)*(1+20%)=(31b-12mp)*(1+100%)=37b dmg applied on hit
vs (the system now)
62b-(21f+12mp+0ua*(0,25))=38b dmg applied on hit
difference: 2% less dmg.