me: I'm honestly not sure what is the design reason for this.
Josh : Because it makes the game boring against certain enemy types once you get heavy enough armor. With MinDam set to 0.0, eventually you can literally just walk around a horde of guys pounding you with low-end weapons and never take any damage. It doesn't really produce good long-term game play. Similarly, I don't think it produced good results in F1 and F2, where near the end game people would go round after round taking 0 damage until an armor-bypassing triple damage critical forced a reload.
0.2 MinDam feels pretty good to me. When a weapon's hitting MinDam, that's the equivalent of 80% DR, which is nothing to sneeze at. If some dude pops out with an SMG and starts blasting you in good armor, chances are pretty good that his (for example's sake only) 9 DAM is going to be reduced to 1.8 DAM. A weapon that maybe did 90 (for example's sake only) DPS now does 18. Sure, it doesn't make you invulnerable, but that's a huge reduction.
If you disagree and are playing on the PC, you are certainly free to tune MinDam, armor DT, or even armor DR if you are absolutely in love with the old F1/F2 armor systems.
Josh (talking about critical hits bypassing armor as an alternative method to MinDam) : I disagree. I think it is a really terrible mechanic because it relies almost entirely on random chance and virtually nothing that the player is doing. Fighting Navarro is probably the best example of this, as you and the Enclave trade nickel-and-dime body blows round after round until a crit wipes out (hopefully) an enemy or WHOOPS! You reload the game!
The discussion actually went on, but I don't really think there's much to add to these two posts.
(Hopefully copy-pasting from another board is not considered bad practice here. If it is, I apologize, but I prefer to avoid paraphrases.)
