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Báo cáo lỗi dịch thuật
A greenlander with fully kitted out MW samurai set, blackened chainmail, has effective stomach HP of 473.
The same scenario with this mod has an effective HP of 599. That's only 1.26x effective HP, on the body part which benefits most disproportionately from this mod.
That's a lot less than people make it seem by cherry picking the example of "what if all 3 of the armor protections stack?" That's because they don't look at or understand the big picture. There are only a few armor pieces in which you can even possibly have 3 layers of protection, like dustcoat and samurai pants, and in those armor pieces, the chances of rolling all 3 layers of protection are lower than not. And at least this mod makes such a scenario stronger rather than possibly weaker like it is in vanilla.
Dustcoat/longcoat causing high blunt damage through layers of armor is one of them, but also, if you wear full masterwork samurai plate with blackened chainmail,roll the 50% on pants, 85% on armor, you will actually take more blunt from a cut weapon than a blunt weapon. This mechanic is supposed to add realism by acknowledging that cut weapons do indeed enact blunt force trauma, but ends up being not only unrealistic, but dampening the use case of blunt weapons.
>In short, it's both.
Meanwhile, the mod strictly just gives the player a huge buff at no penalty purely to assuage the fact that the author is afraid of math more difficult than simple multiplication
Also "harder to hit the cap with negative armor pen" is the most ridiculous nonsense ever put to print. You literally can't even get the cap because armor has cut efficiency. Pretending that only one layer of armor exists when the entire purpose of the mod is to let you stack layers and be invulnerable, which specifically is most effective against negative armor pen where the bad cut efficiency of underlayers is supposed to have the most impact. And truly, the player so often finds themself having masterwork samurai armor but no access to shirts, what a sensible comparison.
Better quality armor taking more damage than lower quality armor is dumb to me in any scenario. If you're a fan of that, by all means, don't use the mod. We have different desires on how a game should be played, which is what mods are all about. Pick what you like, ignore what you don't. But my man, you've been coming here to complain about a mod you don't like for over a year now.
Don't think you can really say it's a "problem". It's the way the resistance was made. It's why cut resist isn't like blunt resist. Armour is supposed to mitigate cut damage a ton but with reduced effectiveness for each piece that is used.
All I really got from this is that in one instance of a very low cut eff item (And only one item) you take very slightly more damage and at all qualities for AP you take less. Then at higher qualities you take almost half damage from negative AP.
Besides the cheese of bleeding/kiting vs stronger foes and the absurdity that badly made arrows from a nerf gun can pierce high quality armor. It is bad that Harpoons take a nerf tho, but it is what it is, One thing i found to fix this issue is putting the game in a x2 damage, so you can pierce harpoon resistences and still do ranged damage with high-end weapons and even toothpick against badly armored opponents.
"Also your AP comment is wrong."
Not for single layer. Taking a generic armor that has 50% CR and 50% CE in vanilla, and 25% CR with NCE
Vanilla
30% AP: 50%->35% CR. Take 65 cut + 25 stun = 90 damage.
-30% AP: 50->65% CR. Take 35 + 25 = 60.
NCE
30% AP: 25%->17.5% CR. Take 82.5 (8.33% more resistant).
-30% AP: 25%->32.5% CR. Take 67.5 (12.5% less resistant).
If layered, stun from +AP gets COMPOUNDED across layers (stun off unmodified total, but passes modified remainder to next, which does the same), so a target takes a lot more vanilla over NCE (because it's compounding the very problem NCE was made for), while -AP stun gets diminished and the value of vanilla and NCE gets closer to identical. With 2 layers of that generic armor,
Vanilla
30%: 100->65->42 damage, +25 +16 stun = 83
-30%: 100->35->12 damage, +25 +9 stun = 46
NCE
30%: 100->83->68 damage
-30%: 100->67.5->45.5 damage
50% CE is the most extreme example; higher CE has smaller difference with +AP.
Ah, there is a mistake. Since it's been like 4 months since the last time you poked me about this, I forget what I did wrong - if I took NCE SP crab armor CR for vanilla crab armor, or maybe I was looking at samurai armor but still had crab armor in my head. In any case, it is true of samurai armor. I'll correct that.
"I'd argue it's a massive change "
It's also the single only massive change, because it's the only example that still uses the exception of exploiting armor capping in [SP]. It doesn't represent every other armor in the game or even all the lower tiers of that same armor. With [High], vanilla takes 20.7+6.1=26.8, NCE takes 28.6. Without hitting the cap, it's not a massive change with AP. Even then, if vanilla [High] takes 27 and [SP] takes 18, what would you _expect_ [MW] should take as an improvement over [SP]? Certainly not 19. But we've been over that enough I think.