@thetalkietoaster your examples are flawed an every level. Your using a dt of 15 compared to plasma guns with 40 damage. There will be plenty of armor with very high dt and I'd think there will be armor over 40 and 50. The reinforced leather armor has a dt of 10 so power armor will be well above that.
Did you ignore the bit where I said I was using Fallout 3 numbers? I've proven that, with FO3 numbers, you can remain weak to high level weapons whilst being invulnerable to low-level ones. The principle can be altered to fit whatever the numbers are in New Vegas.
I'm not really alleging that FNV combat mechanics are going to be screwed; I haven't seen more than gameplay demos that give us vague ideas about the new combat system.
Back to the example you provided though - why should we assume 15 DT would have the same effect as 75% DR? The T-51 is something that you do not get in Fallout 3 until much, much later into the game. To do an accurate comparison, we'd have to take an armor (or DT level) comparable to the kind of protection that the T-51 offers in Fallout 3. So yes, based on the example you gave, DT would yield more damage, I'm not denying that. I just don't understand where you got the 15 DT from.
I ballparked 15 DT as 'a number you would use to make PA immune to low-level small arms using FO3 numbers'. I even overshot by a decent percent. That's simply my point- you can manipulate DT values to make the player immune to low level weapons, whilst being vulnerable to high-level ones so the assumption you made that this would by default make combat more grindy was a false one. I never claimed to be using NV numbers, and the fact I'm not hardly invalidates my point- as you say we have little data on it so we obviously can't use it.
We're wading off into a tangent here but I still don't agree. I'm talking about a situation where you attack a raider camp with 100% health. Will the guy with an assault rifle in hiding be the one to bring you down to 0, or the heavy-hitter in hiding bring you down? Especially if your stims heal over time and not the lame vanilla stimpaks.
The guy who does large single-shot damage will be the one who kills you, the guy with the AR will deal the most damage. Because once the AR has taken you down below health = the damage the heavy hitter does, one hit from him will one-shot you. If you've got say 100 HP, the AR does 25 DPS at a roughly constant rate, and the hunting rifle guy fires one 20 damage shot per second you will almost always die to the hunting rifle guy, even though the AR guy does the most DPS, because during the 4/5 of a second the AR guy takes to drop you from 25HP to 0HP the hunting rifle guy can oneshot you and probably will. E: Again, these are ballpark figures based on the Fallout 3 numbers, but the principles behind them are evident- frontloaded damage kills more often than DoT in mixed groups, even with lower DPS.
It does make combat more skilled if you take more damage from foes. Damage is a joke on Normal mode, you have to slide it up in the normal game in order to get a challenge.
Eh, it doesn't make it into a challenging, roughly even-sided fight, it becomes an R-Type-esque 'dodge bullets and keep firing until the health bar hits 0' battle.