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Also, Sniper rifles have very high accuracy. This means you can give a couple ranks of Sniper to a Combat Medic, use healing skills from position 4 and use your minimal Rifle skill from your two ranks of Sniper to deal reliable damage when your crew doesn't need healing.
Additionally there are cases where you're going to go into initiative penalty anyway, such as using Full Auto. In this case, I'd rather have additional damage and penetration if I'm going into an initiative penalty for next turn anyway.
https://steamcommunity.com/sharedfiles/filedetails/?id=1733035872
The numbers don't appear to match up with a flat damage reduction at all.
An example of an alternative possibility would be that it's treating both the weapon damage as what the wiki calls a "weighted dice" (which is displayed, a random value from half-max to max) and the soak as a weighted dice for percentage reduction:
Phys Dmg [25-44]=35 - Soak [36%]=25, would represent 29% mitigation, which falls in the 18-36% range
Phys Dmg [25-44]=32 - Soak [36%]=24, would represent 31% mitigation, which falls in the 18-36% range
Or a piercing example:
Phys Dmg [41-64]=56p - Soak [38%]=47, would represent 16% mitigation, which falls in the 0-19% range
I'm not fully convinced that's how it works either, as really bad rolls (less than 25% mitigation) don't seem to occur as often as would be expected.
One of the most obvious ways (and I don't have any screenshots of this) to observe that flat damage reduction does not seem to be occuring is to let an enemy with a pistol attack a friendly with the A5 heavy armor. That armor has 72 ballistic soak, so on a non piercing hit you should be looking at -36 to -72 reduced damage if it's flat, an A5 pistol (which is probably better than enemies have in early game) does 41-66 damage. This means that an A5 pistol vs. A5 heavy armor should have a 50% chance of doing 0 damage, and a preponderance of the remaining hits doing damage close to 0.
It would make considerably more sense and more intuitive to display percentage of how much was soaked.
https://steamcommunity.com/sharedfiles/filedetails/?id=1733083750
Here you can see the A4 Meshed Body Armor listed as 22-44% Ballistic soak and 19-38% Melee soak
And here is the Plated Combat Armor in play against level 1 pirates:
https://steamcommunity.com/sharedfiles/filedetails/?id=1733080890
Basic pistol clearly isn't hitting for 0 or near zero in any case, which doesn't fit flat damage reduction at all.
On the other hand the actual values seem pretty consistent, to a greater degree than expected. I can't quite figure out how that's coming to pass. It might be the compounding effect of two soak rolls (one from armor, one from fortitude), it might be that when the range is given as "22-44%" it really means that (i.e. 22 flat damage reduced, up to 44 percent reduced, rather than 22 percent reduced up to 44 percent reduced), which would be pretty weird.
The first one is looking likely to me, since all my soldiers (that was a quickly created new game at level 1 with immediate upgrade to A4 weapons locker) were in the same armor, which was the A4 heavy armor in the pic above, with 34-68% ballistic soak, and yet each soldier had their own specific soak % in the log, that was above this figure, the same for all attacks, but different from one another.
That would fit with the soak % being soak % from armor and soak % from fortitude. Due to the central limit theorem this would mean we'd expect compressed values more towards the middle of the possible outcomes (although they still seem slightly upwardly biased in that small sample, so I'm still not sure).
The values of the pistol hits: [27-46] giving those 20 and 16 results just would not be possible if there was always a flat 34 minimum reduction as listed on the armor, so I think the second conjecture in my quote must also be wrong. No flat minimum looks possible to me at all at this point.