VR port of DeJay42's Armor Rating Redux SE. MCM, notification, and buff effect working with SkyUI.Please direct all questions to me ( sfts ) by PM or in the thread regarding the VR version.Original:for Oldrim:===============================================================================------------The Problem:------------The vanilla armor system is utterly, utterly broken.Having an armor rating of 0 - 300 is pretty much pointless, as you still takealmost full damage.Having an armor rating of 300 - 600 suddenly means every point is valuable,as your survivability increases hyperbolically.Having an armor rating of over 667 (567 if in full armor) means any furtherincrease is pointless, as your damage resistance simply goes flat.For a more detailed discussion, see this six years old(!) forum thread:===============================================================================-------------The Solution:-------------Replace the broken system with one like in Morrowind, where every point ofarmor counts.This mod attempts to do just that.It replaces Skyrim's Damage Resistance calculation with one of 3 formulas,as described below. All of them can be fine-tuned in the mod's MCM, whichalso has some advanced options for that really specific armor formula younever knew you needed.All changes apply to both the player and any NPCs.Additionally, the mod provides two (optional) ways of informing the player oftheir current resistance: by notification or with a (fake) magic effect.===============================================================================-----------Definitions:-----------To make sure we're talking about the same thing, let's first define some terms:Armor Rating: The current armor value displayed in your inventory, asmodified by your skills, perks, etc.Hidden Armor Rating: On top of its visible armor rating, every piece ofarmor you wear grants an additional 25 points of fixed, invisible armorrating. This seems to be the result of a halfhearted attempt by Bethesdato balance their broken system. This completely messes up the balance whenusing armors with more than the standard amount of pieces.Damage Resist(ance): The fraction of incoming damage that is negated by yourarmor.Damage Taken: The fraction of incoming damage that passes through your armor.Survivability: By how much your armor increases your ability to survive damage.e.g. with +400% survivability and 100 health, you could take 500 damagebefore dying.Level-Adjusted Survivability: By how much your armor increases your abilityto survive damage, relative to how much damage your enemies of the samelevel can deal. In Skyrim, weapon damage increases linearly with skill,so you need to have at least a linear increase in survivability to stayahead of the curve.===============================================================================---------Formulas:---------The mod currently supports 3 computation modes:-----------Hyperbolic:-----------Morrowind-like. Every point of armor rating increases your survivability by afixed percentage. This means every point of armor is worth the same. Comparedto vanilla, your early armor will protect you a lot more, while armor pastthe cap will still be useful, but it is difficult to reach crazy highprotection values.HypDiv controls the increase per point. The default is 0.6%, which means youwill reach 80% protection (+400% survivability) at 667 armor rating, just likevanilla.Your survivability will increase linearly, damage taken decrease hyperbolically.Twice the armor rating means twice the survivability.Damage Taken = Input damage / (Armor Rating * HypDiv + 1)------------Exponential:------------A compromise between Morrowind-style survivability and vanilla "balancing".Every point of armor will reduce damage taken by a fixed multiplier.Your early armor will be worth less than with "Hyperbolic", but your late gamearmor will let you come closer to 100% resistance.ExpBase controls the damage multiplier per point. The default is 99.76%, whichmeans you will reach 80% protection (+400% survivability) at approximately 667armor rating, just like vanilla.Your survivability will increase exponentially, damage taken decreaseexponentially. Every 'x' points of Armor Rating, your survivability doubles.Damage Taken = Input damage * ExpBase^Armor Rating-------Linear:-------Vanilla-like, but without the hidden armor rating. Just because.Every point of armor reduces damage taken by subtracting a fixed value.Results as described above.LinearMult controls the reduction per point. The default is 0.12%.LinearFloor controls the lowest possible multiplier. The default is 0.2The default values let you reach 80% protection (+400% survivability) at667 armor rating, just like vanilla.Your survivability will increase hyperbolically, damage taken decreaselinearly.Damage Taken = Input damage * max(LinearFloor, 1 - LinearMult * Armor Rating)===============================================================================-----------------Advanced Options:-----------------As of 1.1.0, these advanced options are available:FloorExpHyp: If activated, imposes a hard limit on your resistance in Hyperbolicor Exponential modes, equivalent to what linearFloor does in Linear mode.MultExpHyp: If enabled, reduces your resistance in Hyperbolic or Exponentialmodes by a multiplier, acting as a soft ceiling.Thanks Neker07 for the ideas!===============================================================================------------Compability:------------- Should be loaded after other mods that change Game Settings related toArmor.- Not compatible with any mod that attempts to do the same thing (duh).Compatible with everything else....probably.===============================================================================--------Caveats:--------- The magic effect description will round resistance to the next integervalue. To know your precise resistance, use the "notify" option.===============================================================================