Its always been illogical that a bunch of ants can gnaw down your combat armor (or its better varieties) and deteriorate it pretty fast, and even more so now after the update, as armor's condition goes down quite fast, even against rats and mantis, etc.
So, I propose that armor deterioration be variable, Armor deterioration per hit = [raw dmg received]*[Ammo/Creature Mod]*[ArmorToughnessMod]*[CriticalHitMod]*[ExtraVariables....]
Ammo/Creature Mod:
A variable to modify how much damage to armor per raw dmg is dealt.
This way, getting dealt 100 dmg from say ants, which should have a low penetration mod for a creature , should cause less deterioration to the armor as opposed to perhaps deathclaws, golden geckoes, mutated molerats, etc.The same goes for weapons, bb guns should do less dmg to armor vs. say an AP rocket, with the same amount of damage dealt.
CriticalHitMod: Ofcourse critical hits should deal more damage to armor.. This can be either a static mod number or a factor of the critical roll.
Armor ToughnessMod: Ofcourse you would expect leather to deteriorate faster than say metal, and metal faster than combat, etc..
ExtraVariables: everyting else I didn't take into consideration..
(Perhaps [OneHexIfNotMeleeMod] ?)
[PerkMod]?
This way, armor deteriorates in a more logical way...
I don't know if a system like this is already in place, but if it is, it certainly needs tweaking as it is not apparent at all from what players have experienced the last session, and this one so far.
Comments please...