fisheye
Grandmaster Knight
Armagan said:Thank you for the suggesting it. The workaround I found for this is adding two new variables to module.ini file: armor_soak_multiplier and armor_percentage_reduction_multiplier. I am setting these to 0.5 and 1.0 now respectively for the native module. You can set them to 0.0 and 1.0 to make a fully percentage based system. To return to the old system one can set them to 1.0 and 0.0.
Okay, so that was really rather vague. Can someone describe the meaning of soak and reduction in precise mathematical terms? Especially which one is applied first? Thanks a lot!
We have this for .891:
armor_soak_factor_against_cut = 0.5
armor_soak_factor_against_pierce = 0.33
armor_soak_factor_against_blunt = 0.25
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.65
As far as I can determine, reduction is a percentage factor multiplied against damage. Soak is a subtraction against damage.
Sooo, for a blunt hit vs armor, say blunt damage rolled base=20 and armor value is armor=40. I'm guessing it's
Final damage = (base - (armor * 0.25)) * (armor/100 * 0.65) = 2.6
Hmm looks a bit low. Can someone please clarify?