
It is clear that the devs (rightly) wanted both an absolute and a relative damage mod, but the reason for combining them simply escapes me. deals at least 19 damage), why is this damage further reduced by another 60%? After all, the damage is already reduced by a huge percentage by the DT, what explains the second damage reduction? I've read some silly rationalization about "multiple layers" of each type of armor, with DT representing the outer one, and DR the one below that, but that's of course silly (after all, even if it has multiple layers, why would one have an absolute damage reduction and the other a relative one?). If a bullet punches through Advanced Power Armor (i.e. The theory behind the two values of course is that DT simulates that sturdy armor stop lesser damage from getting through, while DR reduces damage that is strong enough to punch through, right? Now, this is pretty solid, but the problem (in my opinion) is in the way they are combined: One of the biggest changes I'm planning on is the way DT/DR works. (4) From Magnus (not sure if he implemented it though): Normal throwing damage should be strength dependent. can't hit these if the armor stops the bullet, now can you?). (3) From Cubik's fomula: the DT-mod should apply before the Critical multiplier kicks in, not after (because criticals only make sense as attacks that hit vital organs etc. (2) From Glovz's fix: The DR/DT combo of armor needs to be less punishing. (1) From YAAM: AP ammo doesn't just affect DR, but DT as well. I've been looking through a lot of threads, and while I undoubtedly missed a lot of good ideas/implementations, this is what I want to incorporate in general:

My approach has two basic intentions: (1) incorporate all the best parts of other formula's into the new one, and (2) arrogantly try to improve on them.


But, hey, that's good, standing on the shoulders of giants and all that. Especially because changing the damage formula is something that has already been done a lot of times before. I've finally decided to try and take a stab at doing the damage calculations through the hs_combatdamage hook script, and I felt that glorious occasion deserved its own thread.
