I'm not sure if the damage calculator from Vargas's calculator are adjusted to the new values.
I dug up this post from paul:
For the last 4 days either cRPG1 or cRPG4 had been running with the new armor soak&reduce values I suggested here. I don't exactly remember which of the two server it was but I'll find out later. This poll is to determine if the players felt a difference such as less undeserved glances.
The watered-down version of the soak nerf and reduce buffed was tested. Theoretical outcome should be that it is easier to prevent glancing blows against armor on "good" hits - even with weaker weapons. "Bad" hits such as hits outside the weapon sweetspots or with a bad speed bonus should still glance. Furthermore it should be harder to one or two hit people in heavy armor because the reduce buff should result in lowered damage that got past the soak.
Original (Native) values:
armor_soak_factor_against_cut = 0.8
armor_soak_factor_against_pierce = 0.65
armor_soak_factor_against_blunt = 0.5
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.5
armor_reduction_factor_against_blunt = 0.75
Tested new values:
armor_soak_factor_against_cut = 0.65
armor_soak_factor_against_pierce = 0.5
armor_soak_factor_against_blunt = 0.4
armor_reduction_factor_against_cut = 1.6
armor_reduction_factor_against_pierce = 1.1
armor_reduction_factor_against_blunt = 1.3
We also checked if there was any significant impact on the kill statistics based on weapon type but there was none.
UPDATE: We found out which server was the one with the altered soak/reduce values. It was cRPG1. The values are still used there for the time being.
Are the tested values the ones used on all servers now, or were they tweaked a bit?
What would the actual damage calculation looke like? Including PS, strength and wpf bonusses.
I'm guessing the speedbonus (both negative and positive) are added after the initial damage formula, but I'm not sure about that either.
Then there's this post:
(Raw) damage is randomised sligthly(0.9-1.0) but both of the following armor soak and reduce calculation armor is randomised by 0.5 to 1.0. So with higher the armor level the target has, the wider is the possible damage range.
Example:
MW Arbalest with MW steel bolts -> base_damage = 100p
against naked, point blank, body shot:
90 to 100 damage (aka certain death)
against 30 (body) armor, point blank, body shot:
55 to 81 damage, 67 avr, damage span = 81 - 55 = 26
against 50 armor, point blank, body shot:
38 to 70 damage, 52 avr, damage span = 70 - 38 = 32
against 70 armor, point blank, body shot:
25 to 61 damage, 40 avr, damage span = 61 - 25 = 36
Doesn't include the calculation for PS and wpf, but I reckon the PS calculation adds a *(1+(PS*0.08)) to the formula.
Any help with completing the formula is greatly appreciated.