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<blockquote data-quote="Aussiegamer" data-source="post: 3566352" data-attributes="member: 19601"><p>yes thats like hardness but hardness is a % affect and only works on elemental types like fire and cold etc.</p><p></p><p>I want it to be a static number, as 50% of 6 damage, is way different to 50% of 50 damage. And I want to include ballistic rounds etc</p><p></p><p>yes I have armour damage to allow the skill repair armour to be used. I use the damage reduced as the damage to the armour. This works well for presonal armour but has issues with vehicle armour. This also make the characters worried about the armour being damaged beyond repair...</p><p></p><p>one of the problems is that damage reduction works but when faced with burst style attacks it starts to suffer badly for armour damage.</p><p></p><p>This should not happen really as vehicle armour tends to ignore the damage to the most part, thus the idea that it ignores the damage completely and no damage occurs to the armour up to that point.</p><p></p><p>say armour has a DR 20, thus it would ignore say 10 points of damage from a single attack. So my thoughts were that if a burst single round damage is 10 or below then the entire burst damage becomes ineffective and thus ignored.</p><p></p><p>This stop the stripping of armour from basically light ineffective attacks...</p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 3566352, member: 19601"] yes thats like hardness but hardness is a % affect and only works on elemental types like fire and cold etc. I want it to be a static number, as 50% of 6 damage, is way different to 50% of 50 damage. And I want to include ballistic rounds etc yes I have armour damage to allow the skill repair armour to be used. I use the damage reduced as the damage to the armour. This works well for presonal armour but has issues with vehicle armour. This also make the characters worried about the armour being damaged beyond repair... one of the problems is that damage reduction works but when faced with burst style attacks it starts to suffer badly for armour damage. This should not happen really as vehicle armour tends to ignore the damage to the most part, thus the idea that it ignores the damage completely and no damage occurs to the armour up to that point. say armour has a DR 20, thus it would ignore say 10 points of damage from a single attack. So my thoughts were that if a burst single round damage is 10 or below then the entire burst damage becomes ineffective and thus ignored. This stop the stripping of armour from basically light ineffective attacks... [/QUOTE]
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