TmpPage Misc
MISC
ARMOR CLASS
Armor Class = (3 * Agility) + Livewire + armor
| Armor | AC |
|---|---|
| Advanced Power Armor Mk2 | 30 |
| Adanced Power Armor | 30 |
| Hardened Power Armor | 30 |
| Power Armor | 30 |
| Enclave Combat Armor | 25 |
| Brotherhood Combat Armor | 25 |
| Desert Combat Armor | 25 |
| NCR Combat Armor | 25 |
| Combat Armor Mk2 | 20 |
| Combat Armor | 20 |
| Tesla Armor | 15 |
| Metal Armor Mk2 | 15 |
| Metal Armor | 15 |
| Police Uniform | 15 |
| Bridgekeeper's Robe | 15 |
| Leather Armor Mk2 | 10 |
| Leather Armor | 10 |
| Combat Leather Jacket | 10 |
| Leather Jacket | 10 |
| Robes | 5 |
| Combat Clothes | 5 |
| Clothes | 0 |
ARMOR BYPASS
New bypass mechanics (replaced old 0/1 bypasses from critical table):
- bypass can only happen for aimed attack that is critical
- doesn't work with Fast Shot trait
- bypass value is from range 0 - 50 and is calculated from critical power roll:
bypassRoll = critical power roll - target's Luck bypassRoll = CLAMP(0 , 100) bypassValue = (50 * bypassRoll) / 100
BURST ATTACK
Changed burst mechanics for weapons with spread burst:
- removed 1hex
- bullets distribution on 3 volleys now depends on range:
In human language:
At some point the closer you get, the more damage you could do.
Math:
rounds - number of bullets in burst wpnMaxDist - weapon max burst distance shotDist - distance from attacker to target step - how many hexes in shotDistance change sideMode sideMode - used to calculate bullets that go in left/rigth valley (original side mode was 30)
step = max( (wpnMaxDist-11)/7, 1 ) sideMod = 37 - min( shotDist/step, 7 )
so...
min sideMod = 30 - around 33% bullets goes on left/rigth max sideMod = 37 - around 27% bullets goes on left/right