[quote=“Kevin Granade, post:35, topic:1786”]Pointy stick has 4/10 bash/cut damage, most robots have 10+ armor.
I’m assuming the problem you’re seeing is with a highly skilled character consistently getting crits against a robot, and therefore penetrating their armor?
If that’s the case, yea armor should generally be applied before the crit multiplier, perhaps with a caveat that really really highly skilled individuals should be able to attack armor weak points and therefore bypass it to some extent. (with perhaps a rating for armor coverage like we have now for players) Robots would have like a 99% coverage, and therefore would make it extremeely difficult to bypass the armor.
Not sure that there’s a simple way to address this, as it is I think the damage (including crit multiplier) is determined, then passed as a raw number to the monster object where it’s applied, when either the attack code needs to be monster-aware, or the monster code needs to be attack-aware.[/quote]
yes crits are 100% once you have high skill and stats and punches through armor like it’s not even there so it’s unrealistic (the mere fact you can have 100% critical without a cap limiting it to 70%-80% max chance is funny) mmm I like the idea of armor coverage and armor rating acting as dmg reducer for criticals.
Example Raw dmg of 9 vs 10 armor you would have 1 base dmg multiplied by crit and then modified by skills acting as piercing modifier and the weapon itself if it’s X% piercing to result higher than 1 base dmg multiplied by crit.