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Using Fallout 4's armour formula in Skyrim


STUNTYCRYPTIC

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Not a request for someone to make this for me, just trying to get some info. Would it be possible to intercept or replace skyrim's rather simple damage reduction/armour formula for something close to the formula used in fallout 4? This would add an element of armour penetration to the game, requiring better quality weapons to punch through high-end/heavier armour. Possible?

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Sure, basically instead of armour always having a flat rate of dr, it works like this: the more damage your weapon does, the less damage the armour absorbs and vice-versa. Basically it works a bit like damage resistance and damage threshold did in fallout: new vegas. Copied from the wiki:

 

Damage resistance returns in Fallout 4. However, the stat is no longer a 1-1 relationship with actual % damage reduced, as its value can be in excess of 1000 on certain models of power armor.

Instead, the amount of damage reduction the player character gets out of the damage resistance is actually based on how much potential weapon damage is coming in; unlike previous games, net damage reduction is based on a ratio between the potential weapon damage done and the damage resistance, with diminishing returns for high damage resistance.

The amount of damage reduced by damage resistance climbs very quickly until damage resistance is about half of the potential weapon damage, after which diminishing returns means you get less and less damage reduction per point of damage resistance. Notably, if damage resistance is exactly equal to the potential weapon damage done, then exactly half of the damage is negated. In other words, if you have 50 ballistic damage resistance and are shot by an enemy doing 50 ballistic damage, then you'll receive 25 damage.

Note that the most important factor is the ratio between damage resistance and potential weapon damage:

  • 50 damage against 0 damage resistance (no ratio): ~50 damage is done (~0% damage reduction).
  • 50 damage against 10 damage resistance (1/5 ratio): ~45 damage is done (~10% damage reduction).
  • 50 damage against 25 damage resistance (1/2 ratio): ~32 damage is done (~35% damage reduction).
  • 50 damage against 50 damage resistance (1/1 ratio): 25 damage is done (50% damage reduction).
  • 50 damage against 100 damage resistance (2/1 ratio): ~19 damage is done (~61% damage reduction).
  • 50 damage against 250 damage resistance (5/1 ratio): ~14 damage is done (~72% damage reduction).
  • 50 damage against 1000 damage resistance (20/1 ratio): ~8 damage is done (~83% damage reduction).

The upshot is that unlike previous games, it is very hard to get to the point where enemy damage is reduced to the range of ~20% or less. In addition, because the ratio between damage resistance and weapon damage is so important and because damage reduction grows very quickly at first for low values of the ratio, a higher damage resistance pays off mostly because it gives you better damage reduction against more-damaging attacks, not necessarily because it gives you better damage reduction against the same, weaker attack as before.

In other words, going from 20 to 40 damage resistance will only further reduce the damage done from a 10-damage shot by about ~12% (~61% to ~69% damage reduction), but it will dramatically boost your damage reduction against a 100-damage grenade by about 23% (~10% to ~30% damage reduction). However, significant mitigation against such high damage is harder to achieve, since it is harder to get enough damage resistance to generate an appreciably high resistance-to-damage ratio. In otherwords, getting a 5-1 ratio is easy against a 20 damage shot, but very difficult (essentially limited to power armor) against a 100 damage grenade.

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Eh, thanks but not quite what I'm looking for - it's all a bit clunky. I'm just not sure if the armour formula is hardcoded, or if it can be intercepted by skse etc. The formula given on the fallout 4 wiki just seems like a nice, tidy way of doing things without messing with weapon/armour perks or npc health.

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