Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
48 armor isn't that little, it makes a huge difference for a 10mm gun. And i also did it on a 1.1k armor companion in power armor and got the same results.
It also should not matter if you think the armor is too little. Your conjecture would be relevant only if the piercing weapon had some stat that was lower than the non-piercing mod. Under no circumstance should the gun be doing consistently less damage than its non-piercing counterpart, when all other stats are the same.
Are you also going on the that DMG number is more of a guideline? Because sometimes my rifle with a metric ton of armor pen, hits really hard. Then maybe one or two shots put little damage onto the target.
Under what circumstance would any of that be relevant when the stats of the gun are identical. As i said, i tested on both 48 armor and 1100 armor, same results. The higher tier armor peircing mod does less dmg than its non-piercing counterpart --all other stats are equal. You're quite condescending for how little sense you're making.
Please stop posting if you can't comprehend something so simple.
I would have to agree that AP ammo seems bugged.
Note that the most important factor is the ratio between damage resistance and potential weapon damage.
50 potential weapon damage against 0 damage resistance (no ratio): ~50 damage is done (0% damage reduction).
60 potential weapon damage against 10 damage resistance (1/6 ratio): ~57 damage is done (~5% damage reduction).
20 potential weapon damage against 10 damage resistance (1/2 ratio): ~13 damage is done (~35% damage reduction).
20 potential weapon damage against 20 damage resistance (1/1 ratio): 10 damage is done (50% damage reduction).
30 potential weapon damage against 60 damage resistance (2/1 ratio): ~10 damage is done (~61% damage reduction).
25 potential weapon damage against 500 damage resistance (20/1 ratio, easily possible with power armor):~4 damage is done (~83% damage reduction).
So simply put armor doesnt just mean you negate a flat % anymore, it also relates to what amount of damage is coming in. Meaning a 10mm pistol has such little damage, that the higher damage is just plain better than penetration
Since each difficulty modifies how much damage you do
And what i dont know is if settlers have some damage reduction built into their characters to assist in defending. As it would help out a lot since they wouldnt die so easy.