You're missing some pretty important details about how armour works.
Which is obvious if you've ever tried hitting a person in banded armour with a one handed sword, I can tell you it certainly doesn't take twenty hits to kill them.
This is from the module.ini:
Not having tested it out myself I can only guess exactly how they function. The second set can probably be interpreted as a percentage of the armour value as a percentage (i.e. an armour rating of 40 would give you a 40% reduction to cutting and a 20% reduction to damage from piercing weapons). The second set is harder to understand, as they wouldn't work as percentages.
If we take the top numbers as percentages of armour value, then an armour of 40 would subtract 36 points immediately as well as an extra forty percent from all cutting damage, which is obviously not the case. 24C damage + 40% for powerstrike + 40% for speed = 47 base damage. Armour rating of 40, so -38 to damage leaving it at 9, reduced by a further 40% makes it 5 damage. Which means at the very best it would take twelve hits from a sword to kill an opponent in heavy armour, which is obviously not the case.
Actually, I think I'll quickly test that, it's been a long time since I've had speed bonus reporting on.
Edit:
Yep, the damage values are more than twice as high.
Which is obvious if you've ever tried hitting a person in banded armour with a one handed sword, I can tell you it certainly doesn't take twenty hits to kill them.
This is from the module.ini:
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
armor_soak_factor_against_cut = 0.9
armor_soak_factor_against_pierce = 0.75
armor_soak_factor_against_blunt = 0.6
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.5
armor_reduction_factor_against_blunt = 0.75
Not having tested it out myself I can only guess exactly how they function. The second set can probably be interpreted as a percentage of the armour value as a percentage (i.e. an armour rating of 40 would give you a 40% reduction to cutting and a 20% reduction to damage from piercing weapons). The second set is harder to understand, as they wouldn't work as percentages.
If we take the top numbers as percentages of armour value, then an armour of 40 would subtract 36 points immediately as well as an extra forty percent from all cutting damage, which is obviously not the case. 24C damage + 40% for powerstrike + 40% for speed = 47 base damage. Armour rating of 40, so -38 to damage leaving it at 9, reduced by a further 40% makes it 5 damage. Which means at the very best it would take twelve hits from a sword to kill an opponent in heavy armour, which is obviously not the case.
Actually, I think I'll quickly test that, it's been a long time since I've had speed bonus reporting on.
Edit:
Yep, the damage values are more than twice as high.



