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<blockquote data-quote="Knightfall" data-source="post: 7116734" data-attributes="member: 2012"><p>That is true. Comparing Davik's hardsuit with the Jangala hardsuit in Imperial Supply, it seems that the Hastur wiki hardsuit is designed to be significantly better, but the cost doesn't seem to match what I would expect for the increased hardness and bonuses attacks. The Jangala hardsuit has hardness 5 instead of hardness 10 in addition to most of the Jangala's other stats. Maybe that's why the designer gave the M14 hardsuit a Strength requirement -- to offset the hardness 10.</p><p></p><p>I can't say for certain, and I'm not certain how to hand this one. If I roll back it's hardness to match the Jangala suit, there isn't much point in having the M14 hardsuit in the game. Hmm, checking the v.3.0 to v.3.5 conversion document. There might be something in there about hardness... nope, only damage reduction. Maybe a reduction of the suit's hardness to 5 and add DR 5/–. Most of the hardsuits listed in the Dragonstar sourcebooks have DR 5/–, so Davik would have the best of both types of hardsuits (although I'm likely going to change all the hardsuit DR values to be penetrated by Ballistic damage).</p><p></p><p>Damage would have to bypass both but there would be a better chance for energy damage to get through, although Davik would still gain better protection from most. Electricity and fire damage would half to be be divided by half before it is applied to to the hardness while Cold damage would be divided by 4 before damage in applied to a character.</p><p></p><p>So if a fired shot from a projectile weapon that does 4d10 fire damage (lets average it out to 22 damage) to Davik beats his AC, the fire damage would have to be divided by 2 to become 11 (as per the rules on hardness) and then the hardness would negate 5 points of damage for a total of 6 points of fire damaged inflicted on Davik himself. If the weapon did Cold damage instead, the damage would only be 5, which the hardsuit would negate completely.</p><p></p><p>(And I think you were right that the hardsuit shouldn't have a Strength requirement. If it was designed that way to offset the hardness, it's not very good design, IMO. I'd rather change the value to be hardness 5 and add DR 5/Ballistic.)</p><p></p><p>QUOTE]Most solders aren't shop keepers with an average strength 18 they would get past with a 2 with a +4 the +5 would only null the strength bonus and a bayonet is 2 handed so it is 1.5 so not even all of that designed for solders not corpsifyd farmers not getting messed over by a low roll lucky shot from a civilian is why it is there it is designed for war not civilians so the impire is coming is coming In a real fight it is hardly unreasonable </p><p></p><p>In a world of 4d10 burst that actually sounds pretty reasonable at +5 isn't realy that much an average of 20 how is that unreasonable the damage is kill you on steroids </p><p>it a would be pretty tough it is tough to be unbalancing against that with 5 a low roll against getting hit and not that unbalancing</p></blockquote><p>Note that a weapon or spell that does Acid, Sonic, or Radiation damage won't be reduced by the hardsuit's hardness value at all. And as the [MENTION=10894]KainG[/MENTION]'s PC Yin Hun learned, there are some spells that will simply destroy powered armor on a failed save. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>I agree completely, but with the Jangela suit's existence in the Dragonstar game, there is precedence for a hardsuit with hardness, but it has to be reduced. Hardness 10 is just to powerful since Davik also gains the protection of the suit's hardness.</p><p>[/QUOTE]</p>
[QUOTE="Knightfall, post: 7116734, member: 2012"] That is true. Comparing Davik's hardsuit with the Jangala hardsuit in Imperial Supply, it seems that the Hastur wiki hardsuit is designed to be significantly better, but the cost doesn't seem to match what I would expect for the increased hardness and bonuses attacks. The Jangala hardsuit has hardness 5 instead of hardness 10 in addition to most of the Jangala's other stats. Maybe that's why the designer gave the M14 hardsuit a Strength requirement -- to offset the hardness 10. I can't say for certain, and I'm not certain how to hand this one. If I roll back it's hardness to match the Jangala suit, there isn't much point in having the M14 hardsuit in the game. Hmm, checking the v.3.0 to v.3.5 conversion document. There might be something in there about hardness... nope, only damage reduction. Maybe a reduction of the suit's hardness to 5 and add DR 5/–. Most of the hardsuits listed in the Dragonstar sourcebooks have DR 5/–, so Davik would have the best of both types of hardsuits (although I'm likely going to change all the hardsuit DR values to be penetrated by Ballistic damage). Damage would have to bypass both but there would be a better chance for energy damage to get through, although Davik would still gain better protection from most. Electricity and fire damage would half to be be divided by half before it is applied to to the hardness while Cold damage would be divided by 4 before damage in applied to a character. So if a fired shot from a projectile weapon that does 4d10 fire damage (lets average it out to 22 damage) to Davik beats his AC, the fire damage would have to be divided by 2 to become 11 (as per the rules on hardness) and then the hardness would negate 5 points of damage for a total of 6 points of fire damaged inflicted on Davik himself. If the weapon did Cold damage instead, the damage would only be 5, which the hardsuit would negate completely. (And I think you were right that the hardsuit shouldn't have a Strength requirement. If it was designed that way to offset the hardness, it's not very good design, IMO. I'd rather change the value to be hardness 5 and add DR 5/Ballistic.) QUOTE]Most solders aren't shop keepers with an average strength 18 they would get past with a 2 with a +4 the +5 would only null the strength bonus and a bayonet is 2 handed so it is 1.5 so not even all of that designed for solders not corpsifyd farmers not getting messed over by a low roll lucky shot from a civilian is why it is there it is designed for war not civilians so the impire is coming is coming In a real fight it is hardly unreasonable In a world of 4d10 burst that actually sounds pretty reasonable at +5 isn't realy that much an average of 20 how is that unreasonable the damage is kill you on steroids it a would be pretty tough it is tough to be unbalancing against that with 5 a low roll against getting hit and not that unbalancing[/QUOTE] Note that a weapon or spell that does Acid, Sonic, or Radiation damage won't be reduced by the hardsuit's hardness value at all. And as the [MENTION=10894]KainG[/MENTION]'s PC Yin Hun learned, there are some spells that will simply destroy powered armor on a failed save. :) I agree completely, but with the Jangela suit's existence in the Dragonstar game, there is precedence for a hardsuit with hardness, but it has to be reduced. Hardness 10 is just to powerful since Davik also gains the protection of the suit's hardness. [/QUOTE]
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