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[CR]Simplify armor formula #21906

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merged 1 commit into from Sep 20, 2017

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@Coolthulhu
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commented Sep 16, 2017

The armor formula has an ugly, hacky multiplication by 1.5. This makes predicting armor value harder and the only reason for it to exist is hacky adjustment of numbers to fit.

Removing this is a rather tough nerf to early armor, hence [CR]. It is a good chance to buff armor in some way to compensate - for example, removing the protection drop from damaged armor.

Also simplified leather and kevlar padding formulas. They were some monstrosities using an exponential function despite arguments being only natural numbers between 1 and 5.
Recalculated them so that leather padding doubles both protection and encumbrance of a fitted hoodie, while kevlar padding double's fitted hoodie's bash protection and increases cutting protection by 150% of base.
Essentially, leather padding something is equivalent to adding extra fitted hoodies to it. If it's worse than a hoodie, it will get better armor/enc ratio. If it's better than a hoodie, it will get worse. Hoodie is the gold standard of clothing balancing.

Armor Old New
Hoodie 5 3
Underwear 2 1
Leather jacket 9 6
@BorkBorkGoesTheCode

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commented Sep 16, 2017

Protection drop could stay, and armor coverage could decrease with damage.

@kevingranade

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commented Sep 16, 2017

I'm fairly sure armor values are way too high overall, in a dead reconing sort of way, so I'm not too concerned about doing anything to compensate for the nerf.

@Rivet-the-Zombie Rivet-the-Zombie merged commit e6cbb86 into CleverRaven:master Sep 20, 2017

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@Coolthulhu Coolthulhu deleted the cataclysmbnteam:armor-formula branch Sep 21, 2017

@AncientSion

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commented Sep 24, 2017

I like the idea of BorkBorkGoesTheCode in that damage clothing has less coverage values (as well as decreased protection values).

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