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[Mod Request/Reboot Request] I.P.A


mologbal

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You know that fallout 3 mod that made power armor useful? Impervious Power Armor...look it up on the Fo3 Nexus and try it out, it added a kind of extra script for damage resistance on the power armor, depending on how high the DR of the armor is(I.E, T-51d is 40, gives you invulnerability against anything doing 10 or less damage, stacks in some way I don't understand), will dictate how "invincible" you are, instead of being just some tin-foil soldier waiting to be one-hit by a deathclaw or taken down in seconds by a few super mutants with assault rifles.

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I too was looking for a mod like this, I was thinking of just making power armor have DT and DR, or add effects from perks, if it has DT and DR then one of the two will block out damage directly, if you put it to maybe 15, then any weapon doing 15 or less damage will do super little damage, and anything above will go to the other damage threshold. so:

 

(Not sure which one, DT or DR so 'scuse me if I look like an idiot)

 

DT = 45

DR = 15

Being slapped with a frying pan does 13 damage, if you are wearing the armor, the damage will go: (DR)15 - 13 (FP Damage)

 

So then the pan's damage will be blocked out or do barely any damage, like tripping on top of a cloud.

 

DT = 45

DR = 15

Being slapped by a metal rod does 18 damage, if you are wearing the armor, the damage will go: (DR)15 - 18 (MR Damage) = -3.

So since the damage taken is -3, it would go directly to the DT, which is 45.

 

Idk how the DT is calculated, but I hope you get what I'm saying. I don't even know if this works the way I think it would, but this is how I'd set it up.

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I understand that DT has an 'effective maximum' - eg, after your DT is fully blocking an attack, it instead divides the post-DR damage by five. So, to use an example -

 

Bullet: 50 damage

DR: 80%

DT: 30

 

The DR is applied first, and so the bullet now does 10 damage. 30 is then subtracted from the resultant number, giving -20.

 

However, as -20 is <20% of the post-DR damage, this equation is ignored. Instead, the damage is considered 'fully blocked' and 20% of the initial damage is done instead - in this instance, that's 10/5, which means that the player takes 2HP of damage - pretty much negligible. Compare to either 10 damage (with a DR of 80%) or 20 (with a DT of 30), and you start to see the power of combining DT and DR.

 

To this end, I'm presently working on a power armour overhaul mod which rebalances the power armour to what its lore-stated strength is - basically, a walking tank. It includes a few game balance fixes:

 

1. It adjusts the 20% DT penetration down to 10%.

2. It completely redoes the stats of all power armour - each costs tens of thousands of caps to maintain, weighs several hundred pounds, supports its own weight completely and has a DT of between 30 and 60 (depending on the type), as well as a DR of 40+. In a nutshell, anything doing less than about 50 damage (for something like the T-45d) to 90 damage (for the Enclave Shocktrooper Armour).

3. Certain weapons have been adjusted to be more effective against armour. Beware of AP ammunition and tesla cannons, friends.

 

The idea is to turn power armour from a fancy costume into the most powerful item in the entire Wasteland, as it's repeatedly stated to be in lore. For instance, a shot of 50 damage against T-45d armour (35 DT, 30 DR) will now do only 4 damage.

 

My only feeling is that it should also be immune to 'Ignores DT/DR' weapons, and I'm not entirely sure how to do that without completely removing the 'ignores DT/DR' status from the game entirely.

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