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There are UI mods that rectify that bit of stupidity, I believe, but UI mods also appear to have a tendency to break with each update that adds new string resources.
Hmmm....i see, and that makes sense now that i think about it, thank you very much
the slight improvement of protection won't matter then.
the heavier weight will matter though.
armour has "diminishing returns" so the first points will have a deeper impact than the following.
changing "regular" to "heavy" at some point only increases your weight while giving you next to none more protection.
Yeah, sadly for me i didnt get the ballistic before i destroyed the railroad ;-;
This is highly dependent on the diffuculty you play on, as well as what weapons you are being attacked with. On Survival, 2 MK5 ballistic (220AR) weave isn't even enough to get 50% DR against most combat rifles, depending on what mods they have installed.
On Very Hard and Survival, full heavy and Ballistic weave is required to survive some of the stronger weapons for more than 1-2 shots. Additionally, it gives you a greater buffer against the Amor Piercing automatic weapons super mutants are fond of, as well as additional protection against any enemies that make use of high-level Rifleman skill (Can they? In Skyrim Mace-Hammer wielding enemies were the most dangerous because they did have armor penetration perk)
Also, diminishing returns is a bit of a misleading lable about higher-tier armor as well, if you understand how percentages work.
For Example, at 50% DR you can take twice as much damage as if you were unarmored.
At 66% DR you can take three times as much damage as if you were unarmored. Which means the jump from 50% to 66% Isn't 16% as it would seem, but actually another 50% effective protection.
However, I'm not sure of the break-points for armor scaling. If anyone has info regarding how armor scales after 50% Match point, I'd like to see it. Would really help in calculating what time it becomes safe to stop using power armor in Survival. (For Non-Stealth characters)
For Skyrim, armor was more protective the more you added, up to the cap of 80%DR at 567AR (An aditional 5% could be conferred through shield spells I believe) This hard cap made Heavy Armor good in the early game, but poor in the late game, as regardless of what weapons you were fighting, protection would be the same.
Fallout 4 thankfull does things differently, by making AR compare against the incoming damage, similar to Damage Threshold from New Vegas, but better executed in Fallout 4. Making Power Armor great throughout the game, but light armor equally viable against minor threats, and also making the need to constantly tune and update your armor against the new threats of the increasingly dangerous wasteland (As you level up, IE encounter scaling)