Sobering results.
Care to take a guess at what can take more fall damage?
The Cheetah at 28+14 (x2) leg IS+A?
42, for those who don't want to Math.
Or the Cute Fox at 28+14+14(*2) leg IS+A?
56 IS+A
Hint: Cute Fox is a sad robot.
Significantly sadder than he previously was, in my mind.
I knew he lost armour faster...but I had no idea he lost Structure even FASTER than the Cheetah. The 56HP dies faster than the 42HP, on average 35% faster.
3 tests were performed, on 2 maps. Flat, consistent locations.
Results were evident, and while RNGeesus prevented identical results, they are pretty clear.

As well all know, RNGeesus is a fickle god, and he played around with the Cute Fox a little in the form of Crits:

A non-simultaneous leg destruction due to Crits. Didn't change the overall results, however.
The Cute Fox in question, with max leg armour, and +14 per leg (+28 total) quirked Leg Structure over the Cheetah.

Starting position:
~Peak height:
Why is this happening? It's very simple: Fall Damage is calculated with your initial leg Structure. As such, the Cute Fox takes DOUBLE the fall damage of the Cheetah (because 14 VS 28).
Quote
http://mwomercs.com/...02-02-jul-2014/
Values may very well have changed since inception, but their mechanics have not.
In this case, where the Cheetah would take:
(14*1.9)*0.04
=1.064 times the damage scalar from 63M/s
Cute Fox would be
(28*1.9)*.04
=2.128 times the scalar
Yep....poor little Cute Fox.
Video Evidence included!
Old vid
What ever could be done to fix this issue?
Oh, right, I fixed it:
<Quirk name="armorresist_ll_additive" value="15" /> <Quirk name="armorresist_rl_additive" value="15" />
From the GrassHopper 5J, which from previous testing did not suffer additional Fall Damage (unlike the Summoner).
Currently, this is what the Cute Fox has:
-<component name="right_leg"> <Quirk name="jumpjetslots_additive" value="2"/> <Quirk name="internalresist_rl_additive" value="14"/> <Fixed ItemID="1504"/> <Fixed ItemID="1504"/> </component> -<component name="left_leg"> <Quirk name="jumpjetslots_additive" value="2"/> <Quirk name="internalresist_ll_additive" value="14"/> <Fixed ItemID="1504"/> <Fixed ItemID="1504"/> </component>
Practically speaking, the "Fix" is just to do this:
-<component name="left_leg"> <Quirk name="jumpjetslots_additive" value="2"/> <Quirk name="armorresist_ll_additive" value="14"/> <Fixed ItemID="1504"/> <Fixed ItemID="1504"/> </component> -<component name="right_leg"> <Quirk name="jumpjetslots_additive" value="2"/> <Quirk name="armorresist_rl_additive" value="14"/> <Fixed ItemID="1504"/> <Fixed ItemID="1504"/> </component>
Bam...instant bandaid applied, no additional coding needed.
#PGIPLZ Fix
Stop giving mechs Leg Structure quirks, give them Leg Armour.
Replace all current Leg Structure quirks with Leg Armour.
Edited by Mcgral18, 22 January 2016 - 11:07 AM.