The examples I listed were for normal only, but based on the stuff you mentioned there can be a lot of variation (floaters no bonus for fire, etc.). I just think it'd be better for simplicity's sake to just keep everything in the orders I mentioned (i.e. +1, 2, 3, etc. DT, corresponding with +10, +20, +30 for DR). In other news, I'm planning on two new features: - Shotguns: I've settled on higher damage up close, and lower damage at long range to give them more of a shotgun-y feel. - Needler pistols: I think what this is meant to mimic is poison damage, so it might be fun to actually make it so. I'll experiment with a combatdamage hookscript that looks whether the armor was penetrated, then removes all damage and replaces it with a range of poison damage (more for regular rounds, less for AP rounds). Might actually make poison resistance useful for a change. EDIT: Hmm.. forgot how slow the poison works in the game. Might have to devise something different, but still incorporating poison resistance.