Bump.
Also for those who keep wondering why low damage hits happen, and doubt if its the actual 2 formulas(damage and area) or the huge impact high armor ratings I recommend you to watch closely the following clip(Credit to Traeeseron):
gyazo.com
After the couch, he's hit by an incoming cav by one of the biggest damage weapon dealers. Glaive on a horse. It almost one shots ANYONE. Yet here the Vlandian cavalry is using Upgraded Armor perk, resulting in a total rating of 50. Read the damage log
gyazo.com
ABSORBED DAMAGE: 127
Come on, it's really logical after several tests that it's blocking way too much of the incoming damage if you compare the damage blocked from medium armored units and light ones.
Recalibrating all armor ratings in multiplayer from current values to an interval between 2 and 33 would be worth trying and potentially fix most of those undeserved low damage hits + bouncing issues. Of course this should be accompanied by calibration from damages(crossbows and throwing weapons would need some damage nerf).
I'm compiling a lot of clips for a damage dedicated suggestion on the OP, but enough examples since beta started and on this thread have been exposed aswell.
Note: It's clear that Optimising these formulas is also big part of the issue, and it doesn't completly relate to Armor blocking damage incoming in all cases.
As you can see in the following clip, area of damage formula is not properly set up and some good looking hits, that even should carry momentum given the angle and amplify damage, deliver ridiculous amounts, armor absorbtion doesn't have an impact here.
gyazo.com
If all my hits were like those 2, it would've took me 12 hits to take 102 of his HP and kill him, unacceptable.