vTemporalZEROv Posted November 1, 2016 Share Posted November 1, 2016 So I play Warframe a lot and the way damage works in that game is similar to Fallout 4, but much more dramatic, and I was thinking.. instead of changing the damage and stats of every weapon from every mod, what if you changed the way armor is calculated in the game? A 10mm pistol does garbage damage to most late game enemies and I personally don't like that. Let's say the armor of the enemy is around 20, pretty basic I'm aware but its just a thought, obviously limb damage will be multiplied according to realism, but at 20 armor, it removes a flat.. idk... 4% damage? I was thinking something like every 5 armor reduces 1% damage taken in. And falls off the higher it gets, capping at around 95% reduction. I am wondering if it is possible to make the game change the way armor is calculated? Was thinking of using entry points that check armor or something. Link to comment Share on other sites More sharing options...
EveningTide Posted November 1, 2016 Share Posted November 1, 2016 (edited) There is a GMST you can play with called fDamagetoArmorPercentage. fPhysicalMaxDamageReduction Edited November 1, 2016 by EveningTide Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted November 1, 2016 Author Share Posted November 1, 2016 Ahhhh fantastic, those are the direct mitigation and cap lines? Any others that may affect it? Link to comment Share on other sites More sharing options...
EveningTide Posted November 1, 2016 Share Posted November 1, 2016 I don't know, I just pulled up the Game Settings window and typed "Damage" in the filter box and just went down the list to see if I could find something that might be useful to what you want. You can't do anything with GMSTs at run-time though. Link to comment Share on other sites More sharing options...
Recommended Posts