Remove Armor Divisors and replace with Flat Damage Penetration, tweaked projectile damage as a whole #84
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About The Pull Request
Reworks armor to no longer use divisors. Instead, it utilizes full damage, and flat armor penetration. This is only a proof of concept and requires many more players to actually make projectiles balanced and feel good. Armor pen values are changed across the board to utilize values from 0-20 for armor penetration, 0 being the least and 20 being the most armor pen. Most projectiles have on average like, 1-5 armor pen or something, only the bigger bullets have higher penetration. I have not went over melee weapon values however, but most of them should be affected by the changes if they used the armor_penetration defines that were previously used by divisors. Armor Maximum is a new variable in order to prevent armor from being fully useless, allowing lower tier armors to still retain a large majority of their armor blocking capabilities by reducing at most 3 damage. This is intended to help reduce wound scale multipliers with projectiles with not only Lethals, but also High Velocities, and other special projectiles.
((Base Projectile Damage * Weapon Damage Projectile Multiplier) - max(armor_maximum, (Armor - Penetration Power))) * Wound Scale = Result Damage
Please utilize this formula into multiple projectiles and see how they work with their modified values. So far it has been positive results.
armor_maximum = 3
, for calculation purposes I'll be sure to update this if this ever gets changed.On top of that, all of the projectiles have been slightly tweaked with eyeballed values to try and setup for these changes with existing armor values.
Changelog
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/:cl: