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Merge pull request #3046 from CombatExtended-Continued/5.7-FinalTweaks
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5.7 Release Tweaks
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N7Huntsman authored Apr 1, 2024
2 parents eae9169 + ac7d65c commit ad37b3f
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2 changes: 1 addition & 1 deletion About/About.xml
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<li>1.4</li>
</supportedVersions>
<packageId>CETeam.CombatExtended</packageId>
<description>Version: 1.4.5.6\n\nExtends combat mechanics to make them deeper and more tactical.</description>
<description>Version: 1.4.5.7\n\nExtends combat mechanics to make them deeper and more tactical.</description>
<modDependencies>
<li>
<packageId>brrainz.harmony</packageId>
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2 changes: 1 addition & 1 deletion About/Manifest.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Manifest>
<identifier>CombatExtended</identifier>
<version>1.4.5.6</version><!-- Don't add extra digits to this, or it breaks Fluffy's versioning. -->
<version>1.4.5.7</version><!-- Don't add extra digits to this, or it breaks Fluffy's versioning. -->
<dependencies>
<li>2009463077</li><!-- Harmony -->
</dependencies>
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2 changes: 1 addition & 1 deletion Patches/Core/Stats/Stats.xml
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<Operation Class="PatchOperationReplace">
<xpath>Defs/StatDef[defName="ArmorRating_Sharp"]/description</xpath>
<value>
<description>Mitigation effect on sharp attacks such as bullets, knife stabs and animal bites.\n\nThis armor rating is compared against the attack's sharp armor penetration. If the penetration is higher than the rating, then the damage is reduced by the ratio of remaining to initial penetration (e.g. if 8mm RHA rating armor is hit by a 10mm RHA penetration attack, the attack's remaining damage will be 20% of initial). The internal formula is:\n\nRemainingSharpArmorPenetration = SharpArmorPenetration - SharpArmorRating\nSharpDamage = SharpDamage * (RemainingSharpArmorPenetration / SharpArmorPenetration)\nSharpArmorPenetration = RemainingSharpArmorPenetration\n\nSharpDamage is the initial damage and SharpArmorPenetration is the initial armor penetration of the attack. This formula is applied for each layer the attack affects, with lower damage and worse ability to penetrate with every layer passed, stopping at the layer that exceeds the attack's remaining penetration. If the sharp attack is stopped or there is any amount of stopped sharp penetration, a blunt attack contines onwards, which is affected by the ratio of total stopped to initial sharp penetration. The internal formula is:\n\nModifiedBluntArmorPenetration = BluntArmorPenetration * (TotalStoppedSharpArmorPenetration / InitialSharpArmorPenetration)\nBluntDamage = (ModifiedBluntArmorPenetration * 10)^(1 / 3)\nBluntArmorPenetration = ModifiedBluntArmorPenetration\n\nWe suggest to read the description of the blunt armor rating to find more info about how blunt attacks behave against armor.\n\nThe sharp armor rating doubles as armor toughness against sharp attacks. Against hard armor (armor vests, full plate), the closer the sharp attack's penetration is to the armor rating, the more damage the attack inflicts upon armor. Against soft armor (parkas, dusters), sharp attacks inflict the stopped damage amount or at least 20% of their damage upon the armor.</description>
<description>Mitigation effect on sharp attacks such as bullets, knife stabs and animal bites.\n\nThis armor rating is compared against the attack's sharp armor penetration. If the penetration is higher than the rating, then the damage is reduced by the ratio of remaining to initial penetration (e.g. if 8mm RHA rating armor is hit by a 10mm RHA penetration attack, the attack's remaining damage will be 20% of initial). The internal formula is:\n\nRemainingSharpArmorPenetration = SharpArmorPenetration - SharpArmorRating\nSharpDamage = SharpDamage * (RemainingSharpArmorPenetration / SharpArmorPenetration)\nSharpArmorPenetration = RemainingSharpArmorPenetration\n\nSharpDamage is the initial damage and SharpArmorPenetration is the initial armor penetration of the attack. This formula is applied for each layer the attack affects, with lower damage and worse ability to penetrate with every layer passed, stopping at the layer that exceeds the attack's remaining penetration. If the sharp attack is stopped or there is any amount of stopped sharp penetration, a blunt attack continues onwards, which is affected by the ratio of total stopped to initial sharp penetration. The internal formula is:\n\nModifiedBluntArmorPenetration = BluntArmorPenetration * (TotalStoppedSharpArmorPenetration / InitialSharpArmorPenetration)\nBluntDamage = (ModifiedBluntArmorPenetration * 10)^(1 / 3)\nBluntArmorPenetration = ModifiedBluntArmorPenetration\n\nWe suggest to read the description of the blunt armor rating to find more info about how blunt attacks behave against armor.\n\nThe sharp armor rating doubles as armor toughness against sharp attacks. Against hard armor (armor vests, full plate), the closer the sharp attack's penetration is to the armor rating, the more damage the attack inflicts upon armor. Against soft armor (parkas, dusters), sharp attacks inflict the stopped damage amount or at least 20% of their damage upon the armor.</description>
</value>
</Operation>

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