I don’t think Penetration is working properly or if it is some weapons are exibiting wierd mechanics.
So to explain. I took the thunder hammer into the meat grinder (difficulty 3).
outside the issues i mentioned before, the activated thunder hammer should “Cut” not bonk and rebound, it makes far more sense for it to bonk and rebound when it isn’t energized.
But it gets wierder … if you are a 40k fan you know chain weapons specialize in tearing fleshy targets, and power weapons are for opening tin can enemies … in other words, the thunder hammer should do the same damage to a dreg as it does to a Crusher … because it ignores all the armor (or most of it.) and that should bother the crusher greatly.
so the most likely situation when comparing a chain weapon (i used the chain axe) is a back strike to the ogryn with a shield should be more damage for the chain axe and less for the hammer …
they should perform somewhat close to each other on the flak vest enemy. and the carapace armor should resist too much damage for the chain axe to compare to the hammer.
This IS NOT what i found in the meat grinder and you are free to test them out yourself.
The thunder hammer does an amazing 1800 damage to the shield ogryn … without crit …
it takes 3 hits to kill either of the other targets in the 600-700 range …
The chain axe does very poor damage against the back of the shield ogryn (makes no sense). it takes three activated fierces just like the hammer to kill flak, and also only 3 on carapace.
So both weapons are operating in a strange place …
I think you are far better off making all the “Activate weapon” default state “Activated” and they stall after X swipes … Power weapons should eliminate the defense of heavily armored targets, and chain weapons should only ignore some armor on Flak and get some kind of damage multiplier or flat bonus agains non armored targets.
Any weapon rocking a power field (or psychic powerfield) should ignore some amount of armor and cut cleaner (wider) and cleave more in those circumstances … and not do additional damage … thier feature is supposed to be to ignore solid object defenses, power fields dont cause more trauma, they make trauma more consistent if that makes more sense.