armor resists ( laser ) no longer apply

Bug reports for the stable versions go here.
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Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 70
Joined: Tue Dec 18, 2018 4:12 pm

Wed Apr 17, 2019 12:48 am

Hi, as subject states situation;

1.8.1 Stable EP
Hercules Transport whit v10 powered armor
This armor type has 150% versus laser (and kinetic)
A raider who got exactly 1 shot on me made 7 damage whit his turbo laser (7.5 damage per shot pre resists)
Am running this without shields btw.

so this means the resists are not included in the damage taken calculations, not a big issue for laser, but i wonder it this goes for any other resist as well, who, later ingame, do definatley matter, alot.

If somehow this cannot be reproduced, i have savegame available if needed.

Derakon
Militia Lieutenant
Militia Lieutenant
Posts: 166
Joined: Sat Jan 21, 2017 2:53 am

Wed Apr 17, 2019 3:48 am

If I recall correctly, weapons actually do a range of damage values, and the listing in the item details is just the average roll. A listing of 7.5 damage/shot could be given by a 3d4 weapon or a 1d14, for example. That said, I don't think that can fully explain what you saw -- even if they rolled a 14 on that one shot, that ought to be reduced to 5.6 damage by your armor (assuming 150% resist means damage is divided by 2.5).

Tiber
Commonwealth Pilot
Commonwealth Pilot
Posts: 70
Joined: Tue Dec 18, 2018 4:12 pm

Wed Apr 17, 2019 5:11 pm

@ Derakon; yes indeed, i concur

Thats why i made this post.
If a def could check this pls? Something might be broken somehow.

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