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After examining the way CE calculates damages I went around and adjusted MPa penetration and protection.
This will reduce a bit of the damage getting through armor in the form of blunt impact when deflected.
With the previous values a pawn shot by a bolt would still take 12 blunt damage even if his armor stopped it entirely. With the new values it will be about 6.
However I kept a relatively high MPa penetration on Ork weaponry because I like the idea of their weapon not penetrating but smashing the target with such force that it doesn't matter that much.
However this will need real testing at some point.
Going back over Imperial and Ork equipement to add FireModes and RPM.
However I'm quite hesitant about the Eldar Rune Armor.
It is supposed to offer a protection that scales with the psyker level of the wearer.
We have psylink levels, but I'm not sure it would be possible to use it to multiply some king of defense buff (like a shield, or a straight armor bonus)
Are there any other special type of damage ?
I would help me balance the damage values.
there are quite a few custom damage types in the mod, too many for me to recall offhand, some have specific effects tied to them, others are purely cosmetic, just more lore flavoured versions for the weapon
ive added 3 new patchoperations to make CE conversion a simpler affair.
if you decide to give it a bash, please use the github versions of any of the submods you use aswell (mixing the steam and github versions currently will throw errors since they are Way outta sync)
its on the github version of the mod if your impatient, just backup your save before trying it