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GetPostArmorDamage_Patch.ApplyArmor(ref damAmount, armorPenetration, armorRating, armorThing, ref damageDef, pawn, out metalArmor);
if (Mod.settings.penetrationReduction && (double) armorRating > 2.0 * (double) armorPenetration)
armorPenetration *= 2f * armorPenetration / armorRating;
armorRating *= Mod.settings.secondLayerEffectiveness;
GetPostArmorDamage_Patch.LogMessage(string.Format("After {0}:\t\t{1:0.0}\t\t{2:0.0%}\t\t{3:0.0%}\t\t{4}\t\t{5}", (object) num, (object) damAmount, (object) armorPenetration, (object) armorRating, (object) damageDef, (object) metalArmor));
}
my idea is that the armor should always reduce the penetration by the armor value itself and the resulting penetration can't be less than 0.
Thanks for your help.
Why oh why in the name of all that is holy is vanilla combat armor calculations so revolting XD. (is there any mod other than CE that reduces the damage taken even when armor is penetrated in proportion to the amount of armor the attack had to overcome? )
I am not complaining: it feels right that armour made to be super-protective will literally break apart before it lets the person beneath be hurt.
Fun fact: Quality Increases HP mod works in 1.5 and yes, legendary marine armour does basically make your pawn invincible.