поясни на русском на примерах в чем тут изменения в моде The concept is to transform armour behavior to coverage protection rather than an absolute reduction in base damage intake by enlarging the protection range, potentially making engagements more diversified in both length and outcome and thus less predictable. Affects vanilla and modded units listed in discussions including SFO (majority of mods don't add armour values so compatibility chances are high).

Testing results show this change benefits low armour and AP damage units more as they have a higher chance of dealing base damage, but can also under perform compared with vanilla, via increased variance. armoured units with decent AP perform pretty much the same, albeit with less variance.

-Added the same factor to all skills, spells, items, technologies and buildings affecting armour, including built in compatibility with New Legendary Lord Artefacts.

Explanation
Armour acts as a fixed reduction in base damage intake, between 50-100% of the armour value for all base damage, so a swordsman with 30 armour blocks 15-30% of every hit he receives, despite him wearing heavy gambeson/plate mail/helmet, which would potentially negate all base damage like cuts or thrusts hitting these parts, while taking full damage from hits hitting unprotected parts.

So, I set to model armour as coverage based with high negating potential rather than the fixed reduction behavior. Essentially, the rate of damage would spread out more randomly with more spikes than steady accumulated damage over time:

Lowered armour cap to 0, which means that armour reduces base damage between 0-100%, so it can either fully negate base damage or not protect from it at all.

To maintain the armour efficiency, all values were multiplied by a factor of 5, which gives the following results:
For the same swordsman, instead of 30 armour which would negate all base damage by 15-30%, he now has 150 armour, which would fully negate 1/3 of all hits (everything above 100), while 2/3 will deal some sort of base damage, modeling hitting uncovered parts.

Example
So, in swordsman duel, out of 10 successful hits, 3-4 would deal AP damage only, 3-4 would deal 0-50% base damage, and 3-4 would deal 50-100% base damage. Since you need 2-3 full damage hits to wound an infantry model, the time range of the engagement is expanded and could happen at the very start or towards the end. In vanilla, it would take 3-4 successful hits to wound another swordsman.

A chaos warrior with 100 armour would negate 50-100% of base damage in vanilla. With Double armour for all he has 200 armour, which with the 50% cap means negating all base damage. I liked the meaningful result but disliked the immunity from base damage, so now it’s more randomized, as every armour has gaps, and it’s due to skill/chance to hit that gap.

So, the chaos warrior now has 500 armour, which would negate 80% of all incoming base damage, while 20% would deal some base damage. Powerful, but not immune, and could be damaged with a chanced hit.

In prolonged engagements the damage output would converge roughly the same as vanilla but could go either way in single entities engagements since the damage spike could be at any time, or not at all.