{RELz} DT to AR

Post » Fri May 27, 2011 2:19 pm

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Add Meeh
 
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Post » Fri May 27, 2011 8:00 pm

Think you've misunderstood DT... DT prevents damage if the actual DAM is less then DT. There's a setting you can modify that adjust the amount of damage that gets leaked through if you're under the DT (IIRC it's like 20% vanilla), which you can lower to 0, at which point you (and NPCs) take no damage. DR is just like it was in FO3 and reduces a portion of incoming damage, thats why when you take Med-X it doesn't increase your DT by 25, it's increasing your DR (which is hidden from us as far as I can tell).
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Queen
 
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Post » Fri May 27, 2011 9:51 am

Actually, from my understanding DT works by subtracting that amount from the damage. (Along with an automatic 20%, but thats not the issue here) So that makes it Damage Reduction, or DR.

Fallout 3's DR was Damage Resistance, which was only a percentage reduction from the damage.

This was the reason for making this because apparently Obsidian doesn't understand what threshold means, as this is how it works in Fallout 1 and 2 as well.
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*Chloe*
 
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Post » Fri May 27, 2011 8:32 am

I have changed it from DR to AR, or Armor Rating. It is a flexible term, applicable to any and all armor values for any system, so since the more fitting DR isnt usable, I have decided to go with this.

If you do not like the mod, then do not use it. This thread is to discuss the mod and not how you think armor works.
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 10:17 pm

Actually, from my understanding DT works by subtracting that amount from the damage. (Along with an automatic 20%, but thats not the issue here) So that makes it Damage Reduction, or DR.

Fallout 3's DR was Damage Resistance, which was only a percentage reduction from the damage.

This was the reason for making this because apparently Obsidian doesn't understand what threshold means, as this is how it works in Fallout 1 and 2 as well.


If by 'this is how it works in Fallout 1 and 2' you mean the Threshold value works like you say it should work, you're wrong. DT in Fallout 1 and 2 worked exactly like it does in New Vegas if you set the leak-through amount to 0.

Also, 'threshold' is still correct - the threshold being when damage begins to increase past 20% of weapon damage.
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Robyn Lena
 
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Post » Fri May 27, 2011 11:49 am

Uhhhm.... DT in FONV behaves like DT did in FO1 and FO2. An additive (technically subtractive) decrease in damage to target, instead of multiplicative like Damage Resistance.
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Andrea P
 
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Post » Fri May 27, 2011 4:31 pm

This was the reason for making this because apparently Obsidian doesn't understand what threshold means, as this is how it works in Fallout 1 and 2 as well.

I'm sorry if I come off as a bit of an ass here, but I'm pretty sure Obsidian knows how DT works, seeing as most of the dev team is comprised of the original devs of Fallout 1 and 2.

That being said, DT works in New Vegas in almost the same way it worked in Fallout 1 and 2.
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le GraiN
 
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Post » Fri May 27, 2011 11:43 am

Download: http://www.newvegasnexus.com/downloads/file.php?id=35218

The armor rating value is called Damage Threshold, however it is not really a threshold at all. The rating is actually a reduction value from incoming damage. This mod simply changes all reference of "DT" to a proper "AR" for Armor Rating, as DR is already in use.

Enjoy.


An absolute reduction (as opposed to a percentage reduction) is a threshold. Above that point the remaining weapon damage is 100% effective. You could argue that the DT is subtracted from the total damage, rather than the damage being prevented by the DT, but this is meaningless semantics making the mod pedantic at best.
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 9:31 pm

Locked per OP request.
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Sweet Blighty
 
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