@Phew
It's quite complicated. The paradigm changes for low damage values, medium values, and high values.
Notice the graph in the picture below. Cut damages are +8 of what's shown.
Current:
Altered:
Using
var armor_soak_factor_against_cut = 0.85; (current = 0.65, old = 0.8)
var armor_soak_factor_against_pierce = 0.7; (current = 0.5, old = 0.65)
var armor_soak_factor_against_blunt = 0.2; (current = 0.4, old = 0.5)
var armor_reduction_factor_against_cut = 1; (current = 1.6, old = 1)
var armor_reduction_factor_against_pierce = 0.7; (current = 1.1, old = 0.5)
var armor_reduction_factor_against_blunt = 1.7; (current = 1.3, old = 0.75)
The reduction of random damage changed a lot. Even with these changes, it's not so simple. Looking at the curves for low damage, that shrinks sweetspots even more for instance. Even so, it's hard to say if it's even better than the current version, though there is more of a difference between types. You can only balance the damage relationship that you like for one damage range, with the newer curves being balanced around the middle range of damage. The other two ranges will be different from what you want each time. Heck, what I tweaked may actually buff the morningstar/bec and nerf everything else under pierce. Perhaps the values for blunt and pierce should be switched.
Edit: Might like this better, different scaling for cut/pierce
var armor_soak_factor_against_cut = 0.85;
var armor_soak_factor_against_pierce = 0.65;
var armor_soak_factor_against_blunt = 0.2;
var armor_reduction_factor_against_cut = 1.1;
var armor_reduction_factor_against_pierce = 0.85;
var armor_reduction_factor_against_blunt = 1.7;