PC Light armor rating 6...How much protection is that?

Is that 60 percent?
About three fiddy.

I rock light almost exclusively. Heavy slows you down waaaay too much for my taste, even if you feel bulletproof with a good set of armour. Military is decent, but I wind up using a lot of the fitting mods to make up for the slowdown. Leather seems to be a good medium until about mid/late game, then I have to get military

 
light/heavy armor rating is just a way for the devs to let you know what type of armor it is, so you know which perk to get. 6 armor is 6% damage reduction whether its on light or heavy armor. TLDR: 1 armor is 1% damage reduction up to the cap of 80% or is it 90% max?

Nope. It's 6%. You add em up for the set, so you'd get 5x6= 30%


This is assuming the game does math correctly, which from what I have seen, the game is kinda... stupid when it comes to math at times.

 
TLDR: 1 armor is 1% damage reduction up to the cap of 80% or is it 90% max?
I think the hard cap is at 90%, wicked hard to reach as well.

This is assuming the game does math correctly, which from what I have seen, the game is kinda... stupid when it comes to math at times.
Yes, and no.. in general, beware with assuming anything about any given percentage in the game. For armor, I've personally tested it enough to claim that it seems to be implemented as straightforward as it sounds.. seems :)

 
About three fiddy.

I rock light almost exclusively. Heavy slows you down waaaay too much for my taste, even if you feel bulletproof with a good set of armour. Military is decent, but I wind up using a lot of the fitting mods to make up for the slowdown. Leather seems to be a good medium until about mid/late game, then I have to get military
I too rock Leather for a very long time.   In AGI builds you never know when you gotta throw yourself from a third story window and land safely.   Free movement speed is your best friend.

 
This is assuming the game does math correctly, which from what I have seen, the game is kinda... stupid when it comes to math at times.


Armor values are internally calculated with real (==floating point) numbers, not integers. Then when displaying the numbers players see 43 instead of the actual 43.375.

 
I too rock Leather for a very long time.   In AGI builds you never know when you gotta throw yourself from a third story window and land safely.   Free movement speed is your best friend.


Honestly in vanilla, you can survive with just padded armor for the most part, things don't hit hard enough really on Nomad/warrior difficulties. The point is to not get hit. Mind you when we have infinite ammo aim-bot bandits then i'd worry more, since they can shoot to.

 
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Interesting; I did not know about that relation. Never cared enough to look up what one point of armor actually does, but am glad to know now.

Are there examples on the errants of numerical armor representation?

There seems to a certain amount of dissatisfaction about number handling.

Usually, such occurs when boni and percentages are applied in arbitrary order. Is it that?

 
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Interesting; I did not know about that relation. Never cared enough to look up what one point of armor actually does, but am glad to know now.

Are there examples on the errants of numerical armor representation?

There seems to a certain amount of dissatisfaction about number handling.

Usually, such occurs when boni and percentages are applied in arbitrary order. Is it that?


From a programming standpoint there is a high potential of cumulative errors creating a much bigger problem than you might think they would otherwise.  For instance, if a value is rounded down to the nearest whole number (truncated or floor are terms some languages use) and then multiplied by X you could be off by nearly as much as X after the multiplication.  But if you multiply the original value (not rounded) by X first and then round it down you will only be off by at most 1.  This is a very simple example.  :p

Rounding happens frequently because integers are historically a lot faster to manipulate on a computer than floating point numbers are.  This is much less the case today than it was even 10 years ago, for what it's worth.

 
Numerical just means that if you have

Interesting; I did not know about that relation. Never cared enough to look up what one point of armor actually does, but am glad to know now.

Are there examples on the errants of numerical armor representation?

There seems to a certain amount of dissatisfaction about number handling.

Usually, such occurs when boni and percentages are applied in arbitrary order. Is it that?


It is not. But since the order isn't immediately apparent in the game lots of people make up their own theories and are then surprised if it works differently.  The journal may even explain some of it already, but nobody reads it.

Each piece of armor gets a random armor value on creation. Since the armor you wear is summed up and then shown to you as an integer you might notice something strange from time to time: You add an armor with value 5 and your total armor increases by 6. If you saw the actual floating point values you wouldn't be surprised.

How percentages are applied I can show you with weapons: All percentages applied to the damage value are applied to the base damage. Simple and consistent. Or equivalently you can just assume that all percentages are summed up and that result is applied to base damage.

All boni are percentages. The only thing I'm not sure about is whether damage of the bullet or arrow is added to the base damage of a ranged weapon before or after percentages. But that can be found out easily.

 
I too rock Leather for a very long time.   In AGI builds you never know when you gotta throw yourself from a third story window and land safely.   Free movement speed is your best friend.
Padded with armour mods is a solid for a long time as well. 

Parkour is a solid go to for me, frequently. The ability to jump over zombies can get you out of a bind.

 
Padded with armour mods is a solid for a long time as well. 

Parkour is a solid go to for me, frequently. The ability to jump over zombies can get you out of a bind.
Padded armour looks terrifyingly bad, and there's no way I'm going to die looking like I duct taped a shower mat to my chest.  😕

 
Padded armour looks terrifyingly bad, and there's no way I'm going to die looking like I duct taped a shower mat to my chest.  😕


Think of it this way... if the zombies get you there won't be anything left to take pictures of, so no evidence of your lack of fashion will survive your departure from this world.

Happy thoughts.

 
All percentages applied to the damage value are applied to the base damage.
You made me test, now we all get to suffer. My results in spoiler don't exactly line up:

Hawaiian feral: 570 HP
Random Quality 5 Pistol (42 tooltip damage)

1/10 agi, 0/5 pistols

Body: 42
Head: 84 (200%)
Aok!

10/10 agi, 0/5 pistols

Body: 42
Head: 126 (300%)
Aok!

10/10 agi, 5/5 pistols ("50% more damage")

Body: 58 (58 / 42) = 1.38
Prediction: 42 * 1.5 = 63
Rounding worst case included: 41 * 1.5 = 61.5 => 61
Errh?!

Head: 174 (174 / 58 = 300%, aok)

 
Which teaches us that the bonus damage is calculated from the damage stated on the ammunition loaded and added to the base damage of the loaded weapon.

A bit surprising, but claims to mathematical inadequacy seem a bit far-fetched.

 
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