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vs this: https://www.underrail.com/wiki/index.php?title=Super_Steel_Plates (metal armour)
Leather mogs the metal like nothing.
Some enemies deal heavily with direct bio damage, against which the new leather armors can be quite effective. Others dish out heavy energy damage, against which metal armor would fare better. "Dress for the occasion" has more meaning now. Fortunately, jet skis serve adequately as a form of mobile wardrobe, making it easier to play this way if desired.
If you're talking purely in terms of mechanical damage tanking, then some of the new leathers can mitigate a lot of it. However, keep in mind that metal armor can have extra plates added for extra protection. See below for reference. If the new leather armors can hit comparable values, let me know. I'm interested to see how well they measure up.
Underrail 1.1.2.4 - Quad Q150+ Super Steel Armor:
https://imgur.com/a/LirdUxQ
Edit: keep in mind that the tables in the wiki are generated based on assumed patterns. You'd have to actually test these things in game to see how the real values come up.
The metal armor chart you linked has all 3 optional extra steel plate slots left empty for the craft.
Because it sounds like tin cans are good against mechanical and thats about it (despite you being able to achieve good results with other means).
While leather has all kinds of options.
Definitely, for defense you're better off with leather and nimble and a good medium/low shield. It's best to simply try to avoid damage anyway. Use corner, break line of sight after attacking, caltrops etc.
It's definitely the most versatile option now and more worthwhile, in the end.
Metal armor tends to work best with specialized builds that can further leverage its effects. Juggernaut feat and a sturdy vest give good health bonuses, which benefit the Super Slam feat. Heavyweight feat also helps sledgehammers due to the armor penalty. Ballistics feats can help with the mech threshold, but generally isn't worth it (better for tact vests, if that).
Another thing is availability. You can craft metal armor very early and Mercantile skill makes it easier to obtain high-quality plates. Infused armor isn't available until midgame, at which point the availability of plates increases as well. Infused armor also relies more on RNG, both for the fiber and leather quality.
Metal armor is a ok catch all, and leather with dodge/evasion is a good catch all.
Certain scenarios it is worth switching if you know what you are facing. lots of bullets? An anti Rifle Vest is incredible.
A lot of armors inhibit certain builds, others actually emphasize them.
It's all about bein a 3 con GOD in leather armor, with only 40 dodge for fancy footwork.
I agree that metal is very easy to create early, but it requires 8 STR.
Not getting hit has nothing to do with dodge/evasion. It is all about not giving your enemies line of sight and keeping them cc'd.