09-08-2010, 09:08 PM | #51 |
Join Date: Aug 2004
|
Re: Blunt Trauma and Skulls
|
09-08-2010, 09:19 PM | #52 |
Join Date: Mar 2006
Location: Iceland*
|
Re: Blunt Trauma and Skulls
"I'm nothing if not redundant. I also repeat myself."
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
09-09-2010, 04:29 AM | #53 | |
Join Date: Feb 2006
Location: Not in your time zone:D
|
Re: Blunt Trauma and Skulls
Quote:
But I think the logic is: The helmet's DR stops the damage; But it can't stop the damage from causing BT. Your innate DR, however, can stop damage that would result in BT; So you subtract the innate DR from the initial damage and then calculate BT. The innate DR only comes into play to reduce damage not stopped by the worn DR.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
|
09-09-2010, 05:56 AM | #54 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: Blunt Trauma and Skulls
Quote:
Now, just because you haven't multiplied damage by 4x, you're still subtracting DR after you've suffered injury by subtracting it from blunt trauma injury and that's a clear misread on your part. As an example: You get hit in the torso by 4 points of imp damage, you take 8 points of impaling injury, you do not subtract DR from the 8 points of impaling injury. You get hit for 4 points of ct damage, you take 6 points of cutting injury, you do not subtract DR from the 6 points of cutting injury. You get hit in the vitals for 4 points of imp damage, you take 12 points of vital injury, you do not subtract DR from the 12 points of vital injury. You get hit in the brain for 4 points of damage, you take 16 points of brain injury, you do not subtract DR from the 16 points of brain injury. In the same way, when you take 4 points of brain trauma to the brain you're already past DR, you are taking 4 points of blunt trauma injuries to the brain, you do not subtract DR from the 4 points of brain injury. Basically, by the time you're describing it as "Blunt Trauma" you've already gotten past the DR penetration phase and are strictly talking about final recorded injury. |
|
09-09-2010, 07:42 AM | #55 |
Join Date: Sep 2008
|
Re: Blunt Trauma and Skulls
It's understandable to want to maintain the order of armor layers for purposes of realism, but to do so you need to think of things a bit... differently.
To treat Blunt Trauma as damage rather than injury is simple - for crushing, BT is a special damage type that ignores flexible armor and has a x0.2 modifier regardless of hit location. Injury rounds down. BT is a special linked effect that only comes into play when its "carrier" is stopped outright - and you only roll once for both (use the same value; for BT sources other than crushing, the linked BT effect is actually at half effectiveness). Now consider 16 falling damage when you are wearing a DR 16 helmet. The helmet stops crushing damage, but as it's considered flexible here the linked BT damage ignores it. Now this 16 BT damage reaches the skull, which is rigid DR 2. It is reduced to 14 BT damage, and with the multiplier this is 2.8 injury. Round down to 2. The effect is the same as if you just counted the rigid DR first, of course, so for simplicity you can get away with doing that. This exercise is simply to show how you could keep layering in mind without making it overpowered (treating the BT injury as damage to be reduced is overpowered in my mind, as it makes flexible-over-rigid more effective than rigid-over-flexible, despite this not realistically being the case - at least to my knowledge; it also makes every flexible armor foolishly designed, as making 1/6th of the DR rigid wouldn't make a huge weight increase or mobility decrease yet make the armor completely rigid in terms of functionality).
__________________
Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
09-16-2012, 05:52 AM | #56 |
Join Date: Feb 2006
Location: Not in your time zone:D
|
[UT] Re: Blunt Trauma and Skulls
Necromancy seems popular at present.
I've a brain DR of about 10 for this subject so just checking (yes, again {hangs head in shame, uses wrong size rawl plug and watches head bounce away down street}). Foolhardy Trespasser is wearing a heavy-nanoweave hooded coat and a light nanoweave ski-mask; total DR39/13* on his skull. FT takes a hit to the skull from a COP's 25mm payload rifle loaded with memory batons, or 10d+10 (0.25) Cr. The average damage is 45, FT's skull DR comes out as 52 vs this Cr (60 including his skull DR2). But that leaves Blunt Trauma and this is where I tend to go wrong: 45 - DR2 for his rigid skull, leaves 43/5 for 8HP worth of Blunt Trauma Injury? In-setting COPs are allowed to use liquid propellant and like overkill but are only allowed "reduced lethality" unless "in response to potentially lethal force". This is not RL and COPs are not law enforcement.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 09-16-2012 at 05:59 AM. |
09-16-2012, 06:10 AM | #57 | |
Join Date: May 2006
Location: Denmark
|
Re: [UT] Re: Blunt Trauma and Skulls
Quote:
You really should make your numbers more clear. What is "about 10 dr"? What is "total DR39/13*" here? is the split for non-piercing? Is this total DR or added to your 'about 10 DR'? I don't know what to make of "this Cr (60 including his skull DR2)" either. Is this damage? If so, why does it include skull dr? I am gonna hazard a guess that your question relates to whether the Armor Divisor means an increase in blunt trauma or not. I'd say no from simple common sense. Adding more suckage to your weapon (lowering the armor divisor) should not increase damage. Use the actual DR for calculating Blunt Trauma. I'd say the same for a higher armor divisor, tbh. Adding more potency to your attack shouldn't reduce Blunt Trauma efficiency either. |
|
09-16-2012, 08:35 AM | #58 | |
Join Date: Aug 2006
Location: L.I., NY
|
Re: [UT] Re: Blunt Trauma and Skulls
Quote:
The DR 13 is multiplied by 4 because of the .25 Armor Divisor to give an effective DR 52 vs this attack. The innate skull DR 2 becomes 8, giving a total effective 60, 8 of which is rigid and 52 flexible. Am I right so far? If so, then the 8 rigid is subtracted from the 45 damage for purposes of determining Blunt Trauma. The remaining 37 is used to give a Blunt Trauma of 7. This is already injury, so there is no wounding modifier. But there is still a -10 to the knockdown roll. |
|
09-16-2012, 09:39 AM | #59 | |
Join Date: Feb 2006
Location: Not in your time zone:D
|
Re: [UT] Re: Blunt Trauma and Skulls
Sorry - humour: I was inferring I am remarkably stupid (dense of brain) on this subject:)
FT's clothing provides DR39 vs Pi/ DR 13 vs Cr and is flexible (DR39/13*). His Skull is DR2. The memory baton has an armour divisor of (0.25), ie multiply DR by 4, so he has total DR60 v's this Cr attack. Quote:
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
|
Tags |
blunt trauma, falling, falls and armor, flexible armor, hit location, injury |
Thread Tools | |
Display Modes | |
|
|