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Sign up[CR]Simplify armor formula #21906
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Protection drop could stay, and armor coverage could decrease with damage. |
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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
merged commit e6cbb86
into
CleverRaven:master
Sep 20, 2017
Coolthulhu
deleted the
cataclysmbnteam:armor-formula
branch
Sep 21, 2017
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AncientSion
commented
Sep 24, 2017
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I like the idea of BorkBorkGoesTheCode in that damage clothing has less coverage values (as well as decreased protection values). |
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Coolthulhu commentedSep 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.