About this mod
Changes the default Damage Resistance scaling from Armor.
- Requirements
- Permissions and credits
- Donations
Moved changelog here so it can be nested.
v2
-Added
--Hard v2 scale to optional files (on Very Hard and Hard the 2 auto-driver sections at the start of the game (Nomad, Rescue) will likely be impossible with this file)
--Easy v2 scale to optional files
--Flat v2 scale to optional files by request of Syynx
-Changes
--v1 renamed Smooth v1
-Smooth v2
--Easy difficulty multi lowered from 1.5 at level 1 to 1.0 and rescaled. 1.5 was WAY to high.
-Flat v2
--Easy: 0.75 - Lower til lvl 10, then more till 60.
--Normal 0.5 - Lower till lvl 18, then more till 60.
--Hard 0.25 - Lower til lvl36 then the same till 60.
--Very Hard 0.1 - Lower at all levels and is what I have for Very Hard on the Hard v2 file for lvl 60.
v1
Initial version with just Smooth scaling, other scaling sets in v2.
The default armor scaling is rather odd, higher difficulties have higher damage resistance longer and end with more than double the final multiplier as Easy, and nearly double the multi of Normal.
Armor Values
Here is the current default values for all ArmorEffectivenessMultiplier at all levels and all difficulties. The last listed level is 36, that multi stays the same all the way to max level.
Bold is the coded value.
Italic is the interpreted value.
Small text size is levels your armor doesn't change.

Armor Scaling
So knowing that, how does the game actually scale armor? The game codes armor multi to be at a certain value at 9 different levels, 1, 9, 12, 17, 20, 25, 28, 33, & 36. The game interprets a linear value between them for all other levels, it seems to do this for everything that changes passively by level, time, distance, etc. You can see that for all difficulties level 1 and level 9 have a multi of 1, so a linear scale from 1 to 1 would be 1 so armor doesn't reduce until level 10 which is an immediate 11-14% reduction of the multi.
ArmorEffectivenessMultiplier is reduced, on all difficulties, by 65-74% between level 10 and 20, and 74-85% total by level 30!
There are only a few levels your armor actually changes;
All difficulties: 10, 11, 12, 18, 19, 20, 26, 27, 28.
Easy and Normal: Above and also 34, 35, 36.
Changes
This mod aims to improve armor scaling, harder difficulties will lose armor faster, and end with a lower final multiplier, this will also increase the value of health, and mitigation bonuses. This can be seen as a variable difficulty mod that has 4 versions,
Hard: Armor tapers off fast and hard, you will need to invest a lot in more upgraded subdermal armors to survive.
Smooth: Armor tapers off more evenly, not spiking down on a few select levels.
Easy: Armor tapers off slower and ends at about the same.
Flat: No level based scaling.
Because CDPR decided to have ArmorMulti scale the way it does, any rescale will either also have to "drop off 2 cliffs at the start", or you will have more armor in the 12-30 range, finding a balance with that is a real pain.
Pretty Charts!
In the images you can see default scaling is mostly stagnate except a HUGE drop from 9-12, and another from 17-20.
Conflicts:
This mod only edits these values in base\gameplay\curves\statcurves\player\, so conflict should be unlikely:
ArmorEffectivenessMultiplier_hard = Very Hard
ArmorEffectivenessMultiplier = Hard
ArmorEffectivenessMultiplier_easy = Normal
ArmorEffectivenessMultiplier_story = Easy
Notes:
- I do not have Phantom Liberty, so I do not know if/how they changed these values, but I assume they are the same since this came out in the same update. I would also assume this should work fine if you do have Phantom Liberty.
- Better Armor Tooltip changes the Armor tooltip in cyberware to show actual damage reduction value for your current armor, not the max DR for your levels current armor cap.