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A quick note on MOD alterations with regards the new update.
Read the original on Steam ↗In the damage calculations, for every point of damage that gets through armour, a weapon gets a chance at scoring a critical hit.
Before, the way it was using a critical hit chance multiplier that's lower than 1 meant that non-heavy weapons were almost never scoring a critical hit. Now that it's using that value more accurately, the very high damage values in the mod mean there's also hundreds of chances of getting a critical hit, each adding a ton of extra damage, and so blowing up a ship very quickly.
If you want to dial back the damage your mod should use a greatly reduced critical hit chance multiplier for weapons with greatly increased damage. Or reduced critical hit damage, though some critical hits also have effects like disabling ship systems, which would in that case still be much more common.
Hope that helps!
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