Night Light wrote:
Zepheniah wrote:But as it stands right now, light armor really is the way to go, since at such highly escalating damage values, the chance to dodge a crit currently is worth much, much more than the drop in the ocean of a difference of 20DT makes past level ~14 (often even much before that).
Not necessarily. a single rank of Clever Prancer and my 31 DT in Salvaged Power Armor has worked quite well for me while playing the "tanking" unicorn. While negating crits is nice, when you get blasted 9 times in a row in a surprise round by turrets doing an average of 55 damage per shot, all you're really caring about is how much DT you have. I most certainly wouldn't trade off the DT and DR my heavy armor provides, even if I do eat a -2 Agility penalty for wearing it, for the second rank of Clever Prancer given my front-line focus.
That doesn't change the fact that even
max-levelDT is just about worthless against almost any critical hit from weapons above "Tier 1" after the crit-bonus perk is taken. The scaling of damage comically outstrips any available defense incredibly rapidly and should either be reduced to mantain some semblance of balance or capped somehow.
Going by your example, the difference between equivalent levels and condition of light armor and your power armor is 20% DR and between 12 and 15DT, which means you'd take between 108 and 135 damage more before DR.
...
but, if only one of those shots had crit, you would have taken at a bare minimum 55 extra average damage, but up to 220 extra average damage, both of which basically ignore DT entirely. With light armor you at least stand a chance of surviving an attack like that by reducing the enemy's crit chance by 75% with
Clever Prancer.
It's a choice between (assuming ~level 20) losing about 30% of your HP extra overall versus an entire round of attacks, or losing 50% of it in a single hit (out of many that are already hurting you for an average of ~50% of your HP) without any way to counter the damage.
So, as a result you either choose between ending up with 20% HP and a good chance to survive a crit, or with 50% HP and no chance of surviving a crit whatsoever.
Then again, the info you gave me on your scenario was
extremely sparse and vague, so I don't really have much to work with.
Night Light wrote:
Zepheniah wrote:It doesn't seem all too clunky, really.
Weapon does 50++ before perks.
You have two damage perks of +1d10 each.
You crit for x3.
Result: 150+6d10(base, multiplied by crits)+2d10(from perks)
It's clunky because base damage isn't a defined concept. Given ammo effects are included in base weapon notes, does that mean that the +2d10 from Max Charge MFCs (or any other +Xd10 damage ammo) would still get multiplied? What about +Xd10 damage from shamanism? Given it's noted as base damage for two weapons that are, realistically, just examples of enchanted weapons, it seems logical to count it as base damage as well. However, someone could easily disagree with either or both of those arguments, and that would radically change the power of that perk in those discussions.
Base Damage = What it says on the weapons doc.
Since imbuing enchantments add flat damage and not dice, they wouldn't be affected.
Shamanism isn't completed yet, so I can't comment.