So, from my understanding, ranged (apart from throwing, who has only recently been included) has had the extra_penetration flag ever since the new armor values, essentially bypassing the change.Why?
Seriously, I've been stacking up on armor last month just to try and survive the ranged barrage, only to discover that the only thing it allows me/others to do is sometimes take 5-6 hits in melee (I'm sorry, but I don't think it's that much fun, regardless if I'm the guy taking the hits or delivering them), while ranged still bring me down in 2-3 shots if loomed (Or arbalest).
This has now lead to a metagame where meleeing becomes a tedious process - it used to be the quickest way of eliminating your opponents, now it's one of the slower with lancers and loomed ranged providing the real killing power as average armor increases.
And now with ranged gaining greater access to pierce damage weps, I feel even less inclined to use any type of armor other than for the sake of suviving more hits in melee.
But I can already survive hits in melee, I can
block melee attacks!
The primary source of
unblockable damage on the other hand, which is the type of damage you need defence against since you can't do much about it, ranged, gets a free pass and makes your armor much less effective.
It doesn't make any sense imho, I want to wear armor so that I can actually get into melee to do my thing.
A lot of people (as you probably have noticed) are currently stacking str/armor just because it allows you to take an incredible amount of melee punishment. This is not fun imo, I'm in their face with a big fucking axe, and they can actually defend against it - I want some killing power!
So suggestion:
Same armor reduction values for both melee and ranged - I'd prefer slightly reduced values overall while keeping soak low.
EDIT: Modified topic name to better display what this is about
EDIT 568: Stats.
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
crpg penetration flag(applied modification for bows, crossbows and thrown)
armor_soak_factor_against_cut = 0.78
armor_soak_factor_against_pierce = 0.6
armor_soak_factor_against_blunt = 0.48
armor_reduction_factor_against_cut = 0.96
armor_reduction_factor_against_pierce =
0.36 (!) EDIT: This maybe a typo from the guy I copied from, 1.1*0.6=0.66, anyone know about this?
armor_reduction_factor_against_blunt = 0.78
Before patch ranged did a lot of damage, and melee did a lot of damage. You could choose to wear armor to get decent protection against both. While you could argue that the damage dealt overall was too high, at least it was fair. (btw the random glancing was a bunch of bullcrap, thx for getting rid of that)
If you wear a lot of armor nowadays you still get the same decent protection against ranged, but now it also makes you an incredible melee tank. While in theory "compensated for" by the reduction in glances, increased melee skill (= better blocking, but also a more potent offence meaning that the average player wouldn't have had much of a problem with glancing in the first place!) in combination with more looms (and let's do a recap here, which are the most potent looms...? Ranged and armor right!) makes for an increasing imbalance.