Isn't COIF flexible and thus lets blunt force through? (looks at raws) well, it lacks shaped so I guess it stacks. Wish Toady would let us give prices/values to items. So chainmail would be slow to make and expensive.
I suppose could have one "masked helm" 100% coverage, more material. And all other helms 70-85%.
Especially kettle hat should be crap 60%.Bleh hood is 100% way too good. Why haven't I read these over earlier??
My proposal: rename one-horned to horned, horned helm into masked helm 100%.
found via google images "masked helm"
item_helm_genesis
[OBJECT:ITEM]
[ITEM_HELM:ITEM_HELM_1HORN]
[NAME:horned helm:horned helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:85]
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
[ITEM_HELM:ITEM_HELM_SPIKED]
[NAME:spiked helm:spiked helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:85]
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
[ITEM_HELM:ITEM_HELM_HORNED]
[NAME:masked helm:masked helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100] --the best.
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:3]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER] --acceptable, leather mask plus helm.
[ITEM_HELM:ITEM_HELM_NORDIC]
[NAME:nordic helm:nordic helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:85]
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
[ITEM_HELM:ITEM_HELM_KETTLE]
[NAME:kettle hat:kettle hats]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:60] --the worst
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[ITEM_HELM:ITEM_HELM_HAUBERK]
[NAME:coif:coifs]
[METAL_ARMOR_LEVELS]
[LAYER:ARMOR]
[COVERAGE:85] --hole for face
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[ITEM_HELM:ITEM_HELM_HEADBAND]
[NAME:headband:headbands]
[LAYER:OVER]
[COVERAGE:30]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_WINGED]
[NAME:winged helmet:winged helmets]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:80]
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
item_helm
[OBJECT:ITEM]
[ITEM_HELM:ITEM_HELM_HELM]
[NAME:helm:helms]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:85]
[LAYER_SIZE:30]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[HARD]
[METAL]
[BARRED]
[SCALED]
[LEATHER]
[ITEM_HELM:ITEM_HELM_CAP]
[NAME:cap:caps]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:45]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_HOOD]
[NAME:hood:hoods]
[LAYER:COVER]
[COVERAGE:75]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_TURBAN]
[NAME:turban:turbans]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:20]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_MASK]
[NAME:mask:masks]
[LAYER:COVER]
[COVERAGE:50]
[LAYER_SIZE:20]
[LAYER_PERMIT:40]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[HARD]
[METAL]
[BARRED]
[SCALED]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_VEIL_HEAD]
[NAME:head veil:head veils]
[LAYER:OVER]
[COVERAGE:20] --lousy
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_VEIL_FACE]
[NAME:face veil:face veils]
[LAYER:UNDER]
[COVERAGE:20] --lousy
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[ITEM_HELM:ITEM_HELM_SCARF_HEAD]
[NAME:headscarf:headscarves]
[LAYER:OVER]
[COVERAGE:35]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
And the motherbearding CLOAK and ROBE now come down from the ultimate superhero gear's 100% down to 70%. For far too long they have been good blunt defense. (you fail to hammer his head, since HE HAS A CLOAK CUSHIONING THE BLOWS) (one may arena-test iron-chainmail dudes vs. three-leather-cloaks dudes)
Well, the difference is that one hit to the head in DF is MUCH more effective then any hit in DnD terms would be.. Wouldn't it need to be balanced so that you don't instantly die from getting hit once in the head?
If the enemy is skilled enough to get a head hit, and target fails to parry/dodge/block, target deserves stab or hammer to the face. Not all head hits are fatal, and hmm guess 90% of brain hits are fatal.
I think I'll be giving my dorfs coif+maskedhelm+hood+cloak+robe - oh that feels like cheating, since cloak and robe are way too good defense AFAIK.
Here's my current raws, incl bonfires(not save-compatible with Deon's releases), creatures, new minerals, helm/cloak/robe tunings.
http://dl.dropbox.com/u/8967397/Genesis_3.25dTT_Ironhand_Bonfires__newminerals_May06.zip