RMMV Strange Armor Penetration Stacking (YEP_X_ArmorScaling)

Frostorm

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So I noticed that when I stack multiple instances of the tag <Physical Armor Penetration: x%>, the result isn't added together correctly, nor is it added multiplicatively. For instance, I have a character w/ a passive state that grants +50% Armor Pen, then I equip an Axe that supposedly grants +10% Armor Pen. The result should be either +60% if calculated additively (0.5 + 0.1 = 0.6) or +65% if calculated multiplicatively (1.5 * 1.1 = 1.65). However, the result I'm getting is +55% Armor Pen...
1627432951105.png
 

caethyril

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I think the "damage stopped by armor" is stacking multiplicatively:
  • 50% pen => armor applies to 50% of damage
  • 10% pen => armor applies to 90% of damage
Put together: armor applies to 50% * 90% = 45% of damage, i.e. 55% armor penetration.

This is similar to element rates vs resistances.
 

Frostorm

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Hmm, in that case...how can I phrase the descriptions so that the player doesn't feel misled?
 

ATT_Turan

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I wouldn't feel the need to explain it any special way. Your confusion notwithstanding, that functionality is pretty common in video games.

And do you expect your players are going to be fighting enemies, recording their damage, then changing gear, fighting the same enemies, recording the damage again, and comparing it to reverse engineer the stats on their items? Or just see the numbers on this item are better than the numbers on that item, so I'll use it.
 

Frostorm

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Lol, good point...I guess I'm just being overly paranoid.
 

Frostorm

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So I was actually able to get the result I wanted by editing the plugin somewhat.

Before:
JavaScript:
Game_Battler.prototype.physicalArmorPenetrationRate = function() {
    var value = 1.0;
    if ($gameParty.inBattle()) value *= 1 - $gameSystem.armorPenetrationRate();
    for (var i = 0; i < this.states().length; ++i) {
      var state = this.states()[i];
      if (state) value *= 1.0 - state.physArmorPenRate;
    }
    return value;
};

After:
JavaScript:
Game_Battler.prototype.physicalArmorPenetrationRate = function() {
    var value = 1.0;
    if ($gameParty.inBattle()) value *= 1 - $gameSystem.armorPenetrationRate();
    for (var i = 0; i < this.states().length; ++i) {
      var state = this.states()[i];
      if (state) value -= state.physArmorPenRate;
    }
    return value;
};

Basically, it turned it into an additive formula by changing...
value *= 1.0 - state.physArmorPenRate;
...to...
value -= state.physArmorPenRate;
Now I just gotta do this across the board for all the notetags lol.

Edit: Hmm, I need a 2nd opinion...should I allow it to go negative? If not, I'll need to add this line:
if (value <= 0) value == 0;
 
Last edited:

caethyril

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Basically, it turned it into an additive formula by changing...
value *= 1.0 - state.physArmorPenRate;
...to...
value -= state.physArmorPenRate;
I think personally I'd just change the status display, either:
  • Show the element rates as resistances (1 - rate), or
  • Show the armor penetration as "armor damage" or something (1 - pen).
Edit: Hmm, I need a 2nd opinion...should I allow it to go negative? If not, I'll need to add this line:
if (value <= 0) value == 0;
Negative armor penetration would mean that you're experiencing more resistance from armor than usual. If that makes sense in some in-game situation then sure, go for it. Otherwise, remember that you need to use a single = for assignment: == is a loose equality check.
 

Frostorm

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Oh, that's right...I need to use a single "=" instead of two, thx!
 

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