Question about cut resistance efficiency vs armor grade

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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minokz
Posts: 13
Joined: Wed Sep 07, 2016 12:57 pm

Wed Mar 06, 2019 8:41 am

after read shidan's explain of cut resistance efficiency,
i notice it may have some "problem" in different grade of same armor.

take samurai clothpants for example:
shoddy grade: cut resistance: 8%, cut resistance efficiency: 50%
high grade: cut resistance: 26%, cut resistance efficiency: same 50%

cut resistance efficiency is working on "resisted" part
assume 100 cut damage, wear high grade armor do take less damage (100-26%=74) vs shoddy's (100-8%=92)

but the blunt damage from cut is increase: 26 x 50% = 13 vs shoddy grade's blunt damage from cut is only 8 x 50% = 4

the higher grade should have better performance right? include ability to reduce blunt damage from cut.

so, i think higher grade armor should have better cut resistance efficiency.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Thu Mar 07, 2019 11:33 pm

I see it like this:

If you sew a chainmail liner into your pants, the chainmail is going to resist whatever cuts at your pants just the same no matter what as long as the cut hits it. If you do a lesser job, there will be more chinks in your armour, so to speak. You will have more gaps. You will have overlaps where a blade snags and cuts in beneath the chainmail.

The chainmail never becomes more effective at resisting a blade, but the composition of the armour places the chainmail better to catch that blade.

So the resistance efficiency not changing while the cut resistance changing based on quality seems to fit this logic.

Trickster
Posts: 8
Joined: Sun Mar 17, 2019 4:42 pm

Sat Mar 30, 2019 7:59 am

Shoddy : 4% negated, 4% converted, 92% cut still inflicted. 96% total dmg.
High : 13% negated, 13% converted, 74% cut still inflicted. 87% total dmg.

As I see it, the higher grade has better performance. You get 9% more dmg negated and 9% more cut dmg converted to blunt. The fact that negated dmg and converted dmg stay in the same ratio does not mean the performance doesn't increases.

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