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A bulletproof vest can stop a bullet but doesn't always prevent cracked ribs and internal bleeding. Concussions (helmets) are fairly common too.
Getting a higher penetration than 20 % (10 % weapon + 10 % sharpshooter) with reaction attacks is currently not possible in my opinion. This means that the weapon inflicts about 2 points of additional damage per attack, which is lower than the damage of an early game weapon, which is especially an issue, because you have invested a feat:
- Hit with damage 10 - 14 and damage reduction 5: 5 - 9
- Hit with damage 12 - 16, damage reduction 10 and penetration 20: 4 - 8
Grazes are useful during the early game, but are suddenly completely pointless during the mid game. This is an issue in my opinion, because the game has several weapons and especially feats, which are relevant for grazes and turn into traps as soon as you reach the mid game.
Grazes of melee weapons (without Juggernaut) and ranged weapons. Reaction attacks of blades (without Juggernaut), pistols and smgs (which is 'funny', because they -should- be the strength of blades and pistols). I excluded Juggernaut, because grazes and reaction attacks should be useful without str 10 and a heroic feat in my opinion.
You can get 30% penetration with ranged weapons - both the Longslide EX and Long Arm of the Law have 20% penetration bonuses, plus the 10 from Sharpshooter. An Assassin Faythe can even take it up to 40%. Even ignoring that, I don't think a difference of 1 damage is enough to get worked up about since the balance between DR and damage/penetration is likely to bounce around by small amounts like that as better gear and weapons become available; it'll shift in favor of weapons as 20% penetration bonuses become more widely available, then in favor of DR as "old" armor is replaced with pristine, and so on.
Grazes are kind of hampered by the fact that the enemies they should be most effective against - lightly armored with high evasion - basically don't exist in any of the current midgame fights. On top of that, the graze feats lack scaling because they give a flat damage bonus; it might be better if the +2 damage bonus was changed to "grazes do 75% of normal damage rather than 50%".
Good points, but i think that these are only bandaids (giving new weapons more penetration defeats the point of getting better armors / the difference between a hit with 100 % damage and a graze with 75 % damage would be low), because the core issue is that the increasing damage reduction of an armor is more effective against grazes (+ 100 %, because they inflict 50 % damage) and less effective against critical hits (amount depends on the critical multiplier), which means that the former can be ignored and the latter can be deadly as the game progresses. The combination of a damage resistance and a damage reduction would be -always- useful against grazes, hits and critical hits.
https://steamcommunity.com/sharedfiles/filedetails/?id=2814197961
https://steamcommunity.com/sharedfiles/filedetails/?id=2814198107
https://steamcommunity.com/sharedfiles/filedetails/?id=2814198545
https://steamcommunity.com/sharedfiles/filedetails/?id=2814198658
Damage remained pretty consistent throughout. Only difference is that I wasn't doing 10+ damage compared to early game content once I reached Factory, which is to be expected since most early game encounters don't have any armor. Didn't have any issues with grazes either.
I think that the difference is the speed at which these replacement take place (pipe weapons last about 10 minutes).
Did your character had str 10 and Juggernaut? I ask, because grazes and reaction attacks should be useful without str 10 and a heroic feat in my opinion. The decline of the damage as soon as you reached the Factory hits reaction attacks and especially grazes much harder, which makes the investement in the corresponding feats less useful compared to other feats.
Oh, i did not notice that.