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EDIT: I assume the decimals represent the percentage, as they are one and the same. 14% = 0.14 --- 14/100 = 0.14
In your example, the shotgun has 0.14, if the person being shot at is hit and has 100 armor for example, the damage calculation would be based on 86 armor 100 - 14% or 100 * (1 - 0.14).
From the wiki -
The remaining armor rating is then compared against a random number from 0 to 100:
If the random number is under half the armor rating, the damage deflects harmlessly.
If the random number is over half the armor rating, but not higher than the armor rating, the damage is mitigated.
If the random number is greater than the armor rating, the armor has no effect.
The way I interpret this, is that if the RNG comes up less than 43, then the attack is fully deflected. If its 43 to 86, the damage is reduced. If it is 87+ the pawn takes full damage.
Again - this is only quick searching and math - I could be WAY off base, but it seems to make sense to me.
I know on my current run I am using mostly melee weapons, and all of them have AP as far as I have noticed. Maybe AP is only for melee and select few ranged weapons? I would have to do more checking to speak on that, though.
Following your earlier theory, Flame damage (i.e. ignition-causing burns) has 0 AP value, whereas Bombs have 0.1 and SuperBombs have 1.3, perhaps your theory is closer to the mark than expected, although due to the RNG system now in place I'm not sure if I can confirm it through simple trial/error testing.
That or, perhaps, the value is used to set AP to be a value lower than what the damage would present, as 24% AP on a shotgun supposedly firing buckshot (even if Tynan makes said buckshot one functional projectile instead of, let's say, 12 for a 12-gauge shell) is ludicrous, although 14% is a bit better.
I feel like that's how it's operating, in which case I now feel slightly stupid at not having realised that earlier. If anyone else wants to throw ideas at me though, I'd certainly like to hear (well, read) them, as I could still be wrong.
There's also the fact melee weapons throw most armor values out the window. If I recall right off the top of my head even power armor doesn't have a 100% resist against blunt weapons. And stuff below that is even worse. Every melee weapon in the game can one way or another deal blunt damage thanks to pommel strikes or other antics. I don't know if there's any ranged weapon that deals blunt damage in the game's vanilla arsenal. Pretty sure explosive weapons count as fire.
End result is basically everythings hilariously lethal except guns unless you use the very powerful ones. Meanwhile a wooden stick with a pointy metal bit can punch through space age materials and a stone club crumples it like a tin can in a frathouse.
It feels like he could of avoided that mess if more exotic melee weapons had been added. Glittertech worlds are made of BS magic tech basically, how much of a stretch would seeing them produce combat knives and even swords with thermal edges or something designed to cut through infantry armor in CQC? Blades made of pure diamond honed down to a molecular edge able to slice limbs off with ease and bite nice'n deep into power armor?
I get he wanted melee weaponry to be viable somehow but does it rustle my jimmies that somehow a wooden club can crush power armor from a glittertech world. There's only so far my disbelief can suspend man.
Explosions are all handled as unique forms of damage, and tend to follow the Sharp armour category for resistance (due to shrapnel, I guess). That much I can confirm from the code.
I would deign to make a mod to amplify vanilla armour values to actually resist melee, but I'm not sure I want to get pulled into that mess. Weapon code is cluttered enough as it is without diving into armour code.
By your logic we should be using submachine guns against tanks, because many small bullets = armour penetration in your alternative reality.