The armor system normally reduces damage on take_damage(), but we also do it in take_quadrant_hit(), because armour quadrants are supposed to include the reduced amount of damage. When the armour quadrants fail they will apply damage to the ship with the take_damage() proc, which re-applies the armor reduction again. By extension this means the armor reduction on structure hits is actually twice as strong.
Examples of the difference:
This bug only affects overmap ships with armour quadrants, so anything that is not a fighter.
Round ID:
I found this while coding
Testmerges:
Shut up
Details:
The armor system normally reduces damage on take_damage(), but we also do it in take_quadrant_hit(), because armour quadrants are supposed to include the reduced amount of damage. When the armour quadrants fail they will apply damage to the ship with the take_damage() proc, which re-applies the armor reduction again. By extension this means the armor reduction on structure hits is actually twice as strong. Examples of the difference:
This bug only affects overmap ships with armour quadrants, so anything that is not a fighter.