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In general I changed the global armour values in unit_armour_types_tables and not unit specific armour assignments in land_units_tables, so this mod cannot have consistency problems in armour assignments.
Until CA fixes their healthbar per model issues, this is a nice step in the right direction
Updated Deadly Dynamics description, thanks.
As the testing results show, non-ap weapons can potentially deal more damage than in vanilla due to the 0% armour cap, so existing AP is still important but not too powerful compared with base damage as it still holds potential value.
Applying a 2 multiplier with the 0% cap would make armour behave somewhat like vanilla but the point is to enhance armour efficiency inspired by Double armour for all in a more randomized way where most armour can potentially fully deflect base damage or have no impact at all.
Regarding ranged weapon efficiency, it makes lower armour units perform somewhat better against ranged as they now have a higher chance of negating base damage from arrows. Check Deadly Attack Dynamics for better ranged dynamics such as base/AP damage ratios with reduced accuracy.
However, if you increase the armor by five times, existing armor-piercing weapons will become too powerful.
In my opinion, applying a multiplier of 2 or 1.5 instead of 5 would increase the damage of regular attacks compared to the current state. This approach would not only enhance the lethality of regular weapons but also help mitigate the current trend of ranged weapons being overly strong.