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The first number is PV (penetration value) that gets rolled against enemy AV (armour value). The result is how well you get through the enemy armour and it comes out as a "numbers of penetrations". Those are the amount that damage 1d4+1 damage dice is rolled. 3 penetrations = 3*1d4+1. 0 penetrations and you don't do normal weapon damage at all.
If the numbers are the same, you get a penetration about 80% of the time. For every 2 PV more, you get about another. The game has other stuff that is balanced towards "80% of the time", like the base DV being 6, rolled against a D20.
Normal physical armour against mundane attacks works basically additive in this game. Get it high enough and normal attacks can bounce off of you, get your PV low enough and your attacks will bounce of enemies.
ohh I misunderstood, I read penetration value to only apply to pointy things as in more likely to make you bleed not like in general against AV.
Thank you
I think gems also only "bleed" on direct damage, but warm static and oil have their own uses outside of money.
The worst part is really that it makes short blade crits rather bad. I could live with blood letter staying low, since it scales with agi for stacks anyway and is just some cheap passive, but the crits for short blades are just so meaningless so quickly in comparison to e.g. sword and axe which both scale with weapon powers (and cudgel scaling with enemy power kinda).
I made some mod that just makes bleeding scale very slightly with weapon tier / creature tier if natural weapon. I noticed it increases bleed resources by a ton (since you get less 0 rolls), which might be one reason why they decided against that. I also tuned it down a lot after getting shredded in Bethesda Susa from the glow wights.. lost like 1/4 of my hp from the bleeding alone after they were dead and that was with only +1 max dmg per tier.
Edit: also noticed this has become offtopic. Sorry OP for spam.