Individual Armor Damage Multipliers (Definitive Edition)
This is another armor system rework. Its main objective is to make magical and physical damages synergize better and thus make hybrid builds and parties more viable. Modifications are not too deep to keep the gameplay closest to vanilla.
– Damages can now go through armor
– Direct damages are calculated on how much of both armor is left
– Damages can scale from 10% to 40% tresholds for both physical and magical armor based on how much armor is left
– However, those tresholds can be affected by depleting the other armor and can multiply those by 2 (20% – 80%) !
– No changes for CCs. They apply only if the corresponding armor is depleted.
– Hothead application treshold set to 85% of max HP
Not clear enough ? Let’s take an example with NPC A and NPC B :
NPC A is about to hit NPC B. NPC B has 100 HP, 100 Physical armor and 100 Magic armor.
NPC A hit NPC B for 50 fire damage. Since NPC B had 100 magic armor, 10% of damages will go through and thus deal 5 damage to HP.
NPc A hit NPC B for 50 physical damage. Since NPC B had 100 physic armor, 10% damages will go trough. However, since magic armor is reduced by 50%, it raise direct damages by 50% ! NPC B take 7,5 (8) direct damage to HP.
To sum up : if one armor type is more damaged, then damages on the other armor type will pierce more easily armor ! This makes mixed damages more viable and focus less on one type of armor.
This mod is still in Work In Progress, I need your feedback to improve it. Please comment to share your feelings on this system, report potential bugs and make suggestions !
Works both in Story and GM mode.
Not compatible with mods modifying DefaultChar.charscript
Classic edition : https://steamcommunity.com/sharedfiles/filedetails/?id=1755179859
Inspired and based on the work of Zerd on Armor System Rework: https://steamcommunity.com/sharedfiles/filedetails/?id=1398191575&searchtext=armor