Kenshi
No Cut Efficiency
Jelly Creeper 24 Mar, 2021 @ 2:20pm
2
Balance Mod vs Vanilla
I just want to point any would be users of this mod that the vanilla "cut efficiency" system isn't backwards or illogical from a survival viewpoint. Armour should keep your characters alive, not immune to damage.

Ideally, the reduced damage should be applied "after" all damage reducing calculations from the attack were done as a percentile value rather than before. The author can't do this with the current tools, as he can't access the formulas and calculations.

This mod will make you take more cut damage when wearing single layers of armour making it easier to bleed out depending on the enemies cut damage. If you are only single layering, you shouldn't be using this mod at all. Head armour (a vital part) rarely uses more than one layer and cut is way more lethal than blunt.

Even when wearing more layers, the damage reduction total will improve, but you will still take more cut damage, leading to higher risk of death for armoured fighters. They can tank more hits in total, but will be more susceptible to cut. This will skewer the balance of cut focused weapons, making them the better option against any armour (think death by a thousand cuts). Although this isn't as important depending on which race you are playing.

Particularly for Hivers, vanilla is the better option. You can debate that they bleed less and that they have weaker max hp thresholds but at the end of the day, toughness still considerably reduces damage and you will notice it much more than armour layering 2 pieces.

The math is a bit skewed by itself since it uses 3 layers which is quite rare. Most armour only goes to 2 layer specially depending if you are using heavy armour instead of light armour, this problem can be almost completely non existant in vanilla. For instance the 100 cut damage taken to the chest or stomach when using masterwork chainmail + unholy chest armour (100% coverage for consistency), vanilla wise would be like you block ~77 cut damage (81% Cut Resist * 95% Cut Efficiency) and take 4 blunt damage and the remaining 19 damage would be reduced by ~6 (44% Cut Resist * 70% Cut Efficiency) taking ~3 blunt damage and 10 cut damage for a total of 17 damage (10 cut 7 blunt). With this mod you block ~77 cut leaving 23 damage to block by chainmail by ~7 leaving you with leaving a total of 16 damage (all cut). If you take into account decimal values, these values are a lot closer.

Overall the Duscoat already gives plenty of bonuses to counteract the armour inefficiency, I like to think it's a trade-off, as it gives you bonuses already when compare to using other chest armours and it provides a lot of coverage guaranteeing protection although I understand why from a realistic standpoint it makes no sense that you take more damage when you wear more layers.

No offence to mod author. Just providing some guidance to players that don't understand that particular point.
< >
Showing 1-3 of 3 comments
Thank you.
Noonga 29 Aug, 2022 @ 12:48am 
This mod ruins the realism in armour and armour penetration, along with concussion from any force of a weapon ( blunt damage ) heavy armour designed to resist cuts but only migate some of the force. and at what point would you risk a lower grade dustcoat over a masterwork one (risking more parts of your body), just so you can get that better damage reduction by skipping straight to the next layer, the legplates?

You only take more incorrect(blunt) damage on one layer when you have a layer above that has less cut efficiency and protection (light armours that have leg protection for example), yes the mechanic is a bit broken there, but it has no to little effect and is a very rare case(unless playing with modded armours), not worth destroying realism for more classic methods of damage reduction (nothing wrong with your mod), kenshi has done what not many games have done.... made a realistic damage system.

I think light armours should have more blunt protection, and blunt damage increased, but blunt damage gets migrated down, reduced by the blunt protection from highest to lowest (highest could be the padding from a dustcoat folded inside your boots, always under heavy metal armour), and any sort of clothing that fits inside your boots should be considered, same for anything underneath. Tbh you should have 3 slots for torso armours, undershirt, coat or padded armour and plate armour slot, obviously if you have plate armour over a coat that gives bonus combat stats, you lose those stats but gain the advantage of armour and coverage, maybe losing some extra mobility.
[Slayer] 22 Jan, 2023 @ 4:17am 
Over all I agree. The time to kill changes drastically with this mod. So if you are a strong attacker you don't kill as fast so you can get swarmed more easily.
< >
Showing 1-3 of 3 comments
Per page: 1530 50