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I balanced missile units to allow for 2 "lethal blows" for more nuanced combat scenarios where an entity can survive an arrow but then be unable to survive a non-lethal melee attack or chariot collision damage - without the negatives that come with a bloated HP and damage system without lethality. Plus the armor max for lethality reduction was reduced from 200 to 100 meaning a unit with 50 armor has 50% reduction vs. 25% in vanilla.
Ultimately, you end up with a similar scenario where archers and chariots are much stronger, but to a lesser degree than vanilla.
So if a sword has its base damage (30) reduced by 45% its doing ~22 damage with AP meaning you need ~4-5 successful hits to kill a man. Lethal blow % on weapons is very low 10%.
In this mod armor doesnt function to reduce damage, it functions to reduce the chance of a lethal blow and a lethal blow will kill a man in 1 hit, a non-lethal blow will be negligible enough that HP in melee combat is a factor.
Battles can be faster in some cases - in large part to the morale rework which causes units to rout earlier and has more consideration for the number of friendly units routing etc. but combat can also be long too.