jorb wrote:Armor used to subtract all hard soak from incoming damage, before distributing the damage over the armor parts to remove the soft soak and deal damage to the armor. This had the effect that one piece of armor would protect not only the player, but also other pieces of armor on him. This has been changed, so that damage is first distributed over the armor parts, which then subtract hard and soft soaks individually.
(taken from "Bumfights" update announcement)
How does this work in practice?
is it:
- you get hit for an attack that would do X damage
- each item i of your N pieces of armour gets X/N
- D_i of this is deflected, A_i is absorbed, meaning your health is damaged at each location by H_i = max(0, X/N - D_i -A_i)
..and the total you're damaged by is Sum_{i=1,..,N}(H_i)
I've noticed my leather boots get damaged much faster than anything else, because they only have a small D_i and a comparatively large A_i..
this also suggests to me, paradoxically, that I might take *less* damage if I wore some other non-armoured shoes instead of leather boots, since my other pieces of armour (e.g. a cutthroat cuirass) have much higher deflection values, so their H_i = 0 even with the damage divided over different locations...
or does it work differently?