Armor Soak Values

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Is there a hidden value in itemkinds1.txt for the material of the armor? like leather vs. mail vs. plate. I can't seem to locate a field for it--or is it embedded in the mesh and model?

and what's the damage 'reduction' or soak vs. the different materials?
 
I don't think there is a value for material or a soak thing for any of them.
There's just armour values and the difference damage types ignore difference %'s of the armour armour value from what I can see. IE cutting is weak vs any armour where as, blunt and pierce weapons have some % armour ignore chances.
 
I found this post somewhere else:
Drekor said:
barcibus said:
My understanding was that blunt is more armor piercing than pierce.
Well I grabbed the values from the ini:
Code:
armor_soak_factor_against_cut       = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt     = 0.5

armor_reduction_factor_against_cut       = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt     = 0.75

Pierce is a bit better at getting through armor.
Drekor said:
Armor soak is how much armor will directly subtract from the damage. Armor reduction is a % reduction.
 
I'm not sure it's viable, but I don't see why they don't make weapons have a base power, read damage, value and give them indepedent penetration values.  Then, for soak value, base them off of whether the armor is flexible or rigid.
 
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