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Is damage penetration really all that useful?


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Posted

I am doing testing runs for a mod I'm making. Trying to give armor penetration to maces without getting the perk. I noticed that it has no effect at all? I'm not sure. I have been testing for a few days with bandit chiefs and I have this mod that redoes the armor rating formulas . I explicitly increased the values to the max to see if it would make any difference. But I don't see a difference still. I didn't test it by giving myself the perk manually yet. But I wanted to ask if it is really all that useful? Does the armor rating mod do something that misleads me into thinking it's useless? Or am I testing against the wrong targets? I have only been using Bandit Chiefs so far.

Posted

You're missing the point of the mod and armor in general. Armor in TESV is literal DR. AP removes that DR by the amount stated in perk + the damage value of the weapon + the amount of damage blobs the weapon produces, which is why two handed daggers are batshit broken, even on legendary. The mod adds a more linear scaling value to dr amounts, thus making armor more important earlier on, the mod does nothing to weapon damage other than adjust the effectiveness curve which is still a curve, as the very handy pictures point out.

 

Also also if you installed this mod in the middle of a playthrough, it won't work.

 

Also also also you can literally set the amount of DR and amount of dr removal in the mod itself, so there is no "correct" answer as an absolute.

Posted

Well, depends on your setup, really. If everyone runs semi naked with 20-30% physical damage mitigation - AP are kind of meh.

If you modded your game so that half of NPCs sit at armor cap, and modded said cap to be 95% mitigation, well , yeah, you do want AP.

 Most of my builds end up making it pretty damn valuable, but it can be rendered obsolete in 10 seconds with SkyTweak.

 

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