Im not saying toPower weapons do less damage vs Health. What im saying is that the benefit for taking a power weapon should be to ignore Armour Points, but nothing else. So once you have removed armour his stats of Strenght hit would be the same as the Non power weapon. Wich is supossed to happen right now, as we can see the same damage. Example: Fast attack chainsword/powersword is 113 for both. But the problem is that high values of AP not only avoid Toughness, it also increase the damage dealed, wich was not contempled to happen ( i think devs has discovered recently)
From my point of view, taking the paralelism with the tabletop: We have Strenght and Ap in the weapon. We have Toughness and Armor Salvation . in the tabletop AP avoids Armor Salvation In EC AP avoids Toughness. In the tabletop Strengh weapon counter Toughness. Here Toughness counter strengh weapon..-
But you find that power weapons may increase Strengh by 1 or 2 so i dont have a problem if they hit harder. My only conceptual problem is about Toughness affecting quality of Armor Points. And AP cancelling toughness, wich i found weird, due to the meaning of Armor Penetration is avoid Armor. But not Toughness.
Well they designed it that way from the start I don't think it came to them by surprise. There are precise mathematical equations behind that system which you don't just put there by chance. So they know what they were doing. As you pointed out in your following posts, the term "Armor penetration" is misleading as in EC it does not affect armor at all but counters toughness. And with the current system it would not make sense to make a weapon deal primary damage to the Armor as the armor in EC is just an extended regenerating part of the HP (were one Armor point equals one health point). So in order to have a system with "proper" armor the mitigation should be calculated from an armor value fixed to the armor the char is wearing and the toughness value could give a health regeneration ability up to a certain value based upon the faction. But this would mean a complete overhaul which is not going to happen, I assume
In that case i have no beef with you, good sir, for i agree with what you're saying. Some other people seemed to express the idea that i described in my previous post so i was righteously outraged.
Why not just have it so that weapons have a base damage, then add either a penetration that cuts through armour or toughness penetration that cuts through health? A weapon would have one or the other but not both. Power weapons would have an increased base damage to make them stronger than normal weapons and could just have the pen or toughness pen be an added mod for the weapon.
I wish this game had body armor, like war thunder has tank armor models...that'd be pretty cool. Rounds bounce off of armor that can't be penned, but plasma does damage through armor plates. I can always wish.
It is referred to as just "Penetration", so what it penetrates is up to interpretation. Thinking of Armor as "just extra health" is also something that doesn't really do justice to it's potential. Extended to it's full function, Armor is a measure of durability for the protective layer that absorbs damage. That definition, while on some level the same as "extra Health" allows for much more creative interpretations. For example, let's have a system that works like this: Weapon 1: 100 Damage/s 0% Penetration Weapon 2: 50 Damage/s 100% Penetration Character: 200 Health 200 Armor Weapon 1 has no ability to Penetrate Armor, so it has to deal the full combined 400 damage to down the target. Weapon 2 has the ability to completely bypass armor, so it only needs to deal the 200 points of damage necessary to deplete Health. Both weapons would take 4 seconds to kill the enemy at the values provided, but would achieve this differently, much like how Fire and Poison currently work(one is more potent, the other bypasses Armor). Toughness doesn't even have to come into play as a factor at this point, though I'm sure it could find use as a forced Armor redirection, reducing the enemy penetration by it's own magnitude(i.e.: 20% Toughness = weapon Penetration * 0.8), or as an effective Health multiplier(as it does now when unpenetrated).
Having just come from a why use chain thread i'd ask why anyone would use weapon 1? if you can take weapon 2 and kill just as quick and be better prepared for a harder target then weapon 2 is always going to be the best choice and that leaves us only LP cost/full load out economy as a reason to take weapon 1 It would make more sense to me if we treated it simpler and weapons with high pen doing high armor damage but lower/normal HP damage (i.e. plasma bolt passes right through the armor but it only burns a hole through the body where as a bolt would detonate causing a huge wound) and then the lower pen weapons having a higher HP damage