tl;dr I agree armor is messed up right now, I think it had some bugs preventing it from working right for a long time, and everything got balanced against that, then when the bugs got fixed we never adjusted the armor values back down.
[quote=“Wally-kun, post:12, topic:9537”]I was thinking about that as I was thinking about how to handle internal damage, or broken bones.
You CAN get hit pretty hard, and at some point the force that makes it through the armor can make it to the bone and is sufficient to cause structural failure. So you could, theoretically, get hit with a cannonball in platemail and get your leg shattered.[/quote]
A cannonball hitting your leg is going to shear it off, plate mail or not. Power armor isn’t going to do much better, even if the impact site can handle the impact, the nearest joint will not and that limb is going to go flying off, you’re dead either way. Your best bet might actually be if you get hit in the chest, you’re still going to take a LOT of damage, but if the armor can take it the chest-piece might be able to spread out the force far enough that the shock doesn’t kill you. Even if you survive though, it’s liable to give you whiplash, up to and including breaking your neck, not to mention a concussion.
An impact that will send you flying (like the hulk or brute fling attack) is actually less force than is transmitted by a cannonball, those attacks were specifically added to overcome power armor, but at some point someone either nerfed the impact with the ground or buffed power armor to fully negate the damage. A major thing that should be happening there is wrenching your limbs, even if the armor protects you from direct impact, you’re going to get your joints twisted around in ways they can’t handle being thrown through a wall or bouncing off the ground.
[quote=“Wally-kun, post:12, topic:9537”]I thought about having a certain threshold of damage being delivered to your outer limbs that has a chance to just straight up break it, but it’d have to be so large that it could only happen a couple of times naturally before that limb would be breaking anyway. Having that happen to your head or torso would also make sense, but might make the early game even harder, which is something I don’t want. Random insta-kills are something I’m very leery about suggesting.
Internal damage could be a thing though. If x damage happens then you have a chance to get the broken rib condition, which gives you a flat pain penalty that can’t go down below that limit until you fix whatever was broken. Maybe that happens to limbs: instead of outright being broken and unusable, the condition of a broken bone means you can never have the health of that limb go above a given health value, and constantly gives off a flat pain value which can’t be lowered until the condition is removed. Severity of these breaks can vary and are somewhat random. Maybe it’s only a bit off the end (a fracture); maybe it makes it this side of being completely unusable.[/quote]
Another way to do that is having damage (especially bashing damage) above a certain threshold just cause shock damage that armor can’t stop, period
The problem with internal bleeding is there’s not a good way to accelerate healing it, other than coagulants perhaps. Not saying I’m against it in general, but lethal levels of internal bleeding are going to be decidedly un-fun as there’s nothing you can do about it.
Nope. It still scales indefinitely.
Critical hits add some armor piercing, but this amount is too small to ever be noticed, mostly because of that unrealistic pre-armor damage scaling.[/quote]
Crit damage multiplier got moved to after armor was applied a while back, we can do the same with the skill multipliers, although we probably want some amount of skill-based armor penetration, possibly only for certain weapons.
Car bodies are not remotely comparable to plate mail, they aren’t designed to resist impact.