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Combat Minorhaul

Armor Overhaul
Most weapons' penetration now follows diminishing returns. Examples:

Assault Rifle: 75% penetration

Charge Rifle: 148% penetration

Plasteel Longsword: 103% stab / 86% cut penetration

Monosword: 221% stab / 181% cut penetration

Uranium Mace: 38% stab / 63% blunt penetration

Zeus Hammer: 43% stab / 81% blunt penetration

Final Penetration Formula:
((√(1 + Base Penetration) - 1) × Global Penetration Factor)

Armor damage reduction now depends on the armor-to-penetration ratio, with armor values subject to downward fluctuation (default fluctuation range: 25%).

Armor Fatigue
Armor fluctuation range increases with durability loss (+1% fluctuation per 1% durability lost).
Example: At 25% durability loss, fluctuation range becomes 125% of base (30% with default values).

Defense & Accuracy Overhaul
Melee dodge chance renamed to Evasion Chance

Melee combat:

Evasion Chance ÷ Attacker's Hit Chance = Final Dodge Chance

Parry Chance = (Defender's Melee Hit Chance + Evasion Chance) - Attacker's Melee Hit Chance

Ranged combat:

Projectile evasion affected by shooter accuracy

Projectiles can be parried (chance based on melee hit + evasion)

Parry damage reduction = Treat highest-weighted non-stab attack as equivalent armor (affected by armor fluctuation)

Slashing damage absorbed doesn't convert to blunt damage

Parry fails if damage reduction <50%

Currently, the hit rate multiplier adjusts the equivalent distance based on the equivalent health increase or decrease, at a rate of 4% per tile. For example, in foggy weather, a 50% hit rate multiplier is equivalent to a 100% increase in effective health, corresponding to +25 tiles. Conversely, a hit rate multiplier exceeding 100% reduces the equivalent distance by 1 tile per 4% increase. For instance, a weapon with a 120% hit rate would be equivalent to -5 tiles.

Damage Type Attributes
All damage types now have five attributes:

Damage Factor

Penetration Factor

Post-Penetration Damage Factor

Post-Penetration Processing Factor

Targeting Factor

Examples:

Ranged Stab: 125% Penetration Factor

Melee Stab: 80% Damage, 125% Post-Pen Processing

Cut: 85% Post-Pen Processing

Blunt: 67% Post-Pen Processing

Key Mechanics:

Penetration Factor scales base penetration (e.g. 20 dmg ×125% = 25 dmg equivalent penetration)

Post-Pen Damage Factor applies after armor (e.g. 20 dmg ×150% → 15 dmg after 10 absorbed)

Post-Pen Processing affects final penetration (e.g. 100% pen ×67% = 67% final)

Arrows and bullets now count as stab damage (higher internal organ hit chance). Non-sharp damage types (explosive, vaporization) now spread like blunt damage.

Quality Rework
Armor Quality Factors:
Awful 80% / Poor 90% / Normal 100% / Good 105% / Excellent 110% / Masterwork 115% / Legendary 120%

Ranged Weapons (affects accuracy only):
Awful 80% / Poor 90% / Normal 100% / Good 110% / Excellent 120% / Masterwork 130% / Legendary 140%

Melee Weapons:
Same progression as armor

Encumbrance System
25% encumbrance reduces melee hit and evasion chances (scaling with weight).

Focus Targeting Mode
Default: Targets vital organs (each +25% weight per hit chance point)

Optional "Preferred" moves can be manually weighted

Compatibility
Incompatible with Combat Extended
Compatible with most other mods - only modifies calculation methods without editing individual items.

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Harmony

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