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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.