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Listen the Cut Res Efficiency is garbage as it is for vanilla, either that or a lot of modders suck at effectively using it. A really simple example is a piece of Masterwork light leather armor with 90% cut res, but 0% Cut res efficiency? Basically useless, in my experience I'll have a character with stats 35-40+ all round use, let's say torso armor with those stats, 100% coverage on chest, but still gets one shot chest shot by a Red Spider, that's ludicrous. If the system is that broken I'd rather not have it at all.
all it had to be was a certain amount resisted fully, a certain amount converted to blunt, pass it to next layer. how did they mess it up so bad?
>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.
-Your mod changes the cut def bonus from 0.1 to 0... That means at Specialist quality it has 70% Cut resist. 70 x 1.3 = 91. As 90% is the cap the result is 10 cut damage with your mod.
"-(Mod) [MW] CR is increased from 81% to 90% cap, pass 10 damage to next layer. Total of 10 damage."
-Your MW Crab Armour has 81.25% cut resist but yes 10 damage is the total just like with the specialist one. With your mod with both qualities you take a little more than half of normal damage for just one armour piece.
"-(Vanilla) 100 cut damage (with -30%AP), [SP] Crab Armour's Cut Resistance is increased from 70% to 90% cap (70%*1.3=91%), pass 10 damage to next layer, take 7 damage from efficiency (70%*(1-0.9)=7). Total of 17 damage."
-SP Crab Armour has 78% CR. So it would be 17.8 damage base game.
"-(Vanilla) [MW] Crab Armour's CR stays at 90% cap, pass 10 damage to next layer, take 9 damage from CE (90%*(1-0.9)=9). Total of 19 damage."
-19 damage is correct.
The author of RE_Kenshi BFrizzleFoShizzle has mentioned in the past that he can fix the problem with cut efficiency via injection so that it properly moves through all armor layers before becoming irresistable.
You should get into contact with him, the potential for modding via RE_Kenshi is way higher than what currently exists with the FCS.
Yes, those armors will use the normal efficiency system.
Why?
That's how it works in real life.
If I'm wearing full plate, and you hit me with a katana, even if you wailed on me all day, you won't have hurt me at all.
The armor will have done it's job and fully prevented me from being hurt.
*That's* the "defend against" the attack. It's not cheating, it's realistic.
You should never *not* take *any* damage when hit.... if you defend against it that's fine.. but getting close to immunity is.. not great.
Your tin can example is another that only frustrates me. In the same example, a [MW] Tin Can would take 31 stun damage, but a [High Grade] Tin Can takes only 100*65%*0.35 = 23 damage. Less, despite lower quality. Does that sound right to you? Because of poor design with CE, you take less damage from less resistance, and lower quality becomes situationally superior. Against a 15 damage toothpick bolt, a [Prototype] Tin Can takes 1 damage, but [MW] takes 5. That's +400% more damage from what should have been better armor.
To me, it is a broken mechanic. This isn't a perfect fix at all, but I still prefer NCE utterly.
1/2
Just tired of people suggesting the mod as a fix for a mechanic which is working as intended. I mean heck,
Patch 0.98.41
"-Medium and light armours now have less cut-converted-into-stun damage penalty, especially the coats and leather shirts"
There is a balance between Coverage, Resist and Eff.
There's a reason why the only two items in the game (That I know of) which have 100% cut eff are Heart Protector and Samurai Boots. They have horrid coverage.
Cut resist = 90%
Cut Eff = 65%
Harpoon Resist = 180
Harpoon dmg is basically this... When I mention cut resist 90% = 0.9... Cut eff = 0.65 you know the deal.
Damage taken x Cut Resist x (1-Cut Eff) = Stun damage taken
Unlike with cut damage you don't take any flesh damage until the harpoon damage exceeds the harpoon resist.
Imagine a Crossbow did 100 damage flat (Toughness doesn't matter pre calc) and hit the dudes head. So for this helmet you would take 100 x 0.9 x 0.35 = 31.5 stun damage.
I'm assuming you gave Tin Can 81.25% CR right..? Either way it wouldn't matter because with 100 Cut Eff even if the resist was 1% you would take 100 x 0.01 x 0 = 0 stun damage.
-57% CR
-70% CE
-33pt HR
Then so long as a ranged damage would have exceeded the HR, I could easily adjust it to match by reducing the HR by the predicted max stun (~6, from 5.643).
OG: 100 damage bolt, 77 exceeds HR, +6 from stun, for 83 total
Attempted fix: 100 bolt, 83 exceeds HR (33-6=27pt HR), for 83 total.
But that would have no affect on anything below HR, ie
OG: 15 bolt, 0 exceeds, 2.5 damage stun, for 2.5 total
Attempted fix: 15 bolt, 0 exceeds, 0 total
The point stands clearly. There's no perfect fix. I should still adjust HR, but what a bummer.
But I am interesting in one thing, the range damage. I haven't touched Kenshi for awhile and don't have it set up anymore to mess around with to verify. I never touched the harpoon resistance, nor have I ever looked into its calculations. Since you seem to have messed around with it, how is changing cut resistance or cut efficiency affecting harpoon resistance? If I come back to Kenshi again I'll look at it specifically, but I previously thought there was no connection. If there is, I'll probably revisit this mod to update the values if I can.
Dmg values shown are cut and then stun, and then I add total damage on the right. Armours listed are Masterwork.
No Armour = 185.856 + 2.08 (187.936)
Crab Armour = 10.2856 + 17.42384 (27.70944)
Crab Armour with your mod = 19.2855 + 0.6968 (19.9823)
The damage reduction gets even worse if you were to have changed Crab Armour correctly to be 85.5 cut resist, or if you have other armour pieces on.
Due to this, the fact it causes ranged weapons do zero damage unless they do over the harpoon resist of your armour, Katanas do a little over half their normal dmg vs a single piece of heavy armour in the base game and under 10% of their normal damage vs heavy armour in base game if two armour pieces mitigate damage... I stand by my opinion that this mod is a cheat mod.
This mod's necessary, as are the related patches affiliated with other armor and clothing mods. In fact, if you use any mod that implements cut efficiency, find the NCE patch right away. Don't be a Nails and wait till you have ten mods that need them.
It makes armor make more sense, and generally makes armor better. You'll take less damage overall, but what you will take is going to be a little harder to heal.
There's a lot of math that can be done to get damage values and such, but it's too big for these comments.