At first glance your system seems to make Armor 50% stronger, but also makes AP on weapons twice as effective. Lets see if I can come up with some examples to show how the systems would differ. I'm going to assume every 3 dice = 1 hit, 1 die left over = no luck, 2 dice leftover = lucky roll. e.g.: 6 dice = 2 hits, 7 dice = 2 hits, 8 dice = 3 hits, 9 dice = 3 hits, 10 dice = 3 hits, 11 dice = 4 hits, etc.
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RAW: 11 dice to attack, 5P -1AP vs 3 body, 3 reaction, 8 armor (average humans, average guns, average armor)
Prelim:
8 armor - 1AP = 7 modified armor
Process:
4 hits on attack roll - 1 hit to avoid bullet = 3 net hits + 5P base DV = 8P modified DV
7 armor + 3 body = 10 dice to soak = 3 hits
Final damage = 5P
5 minute mayhem rules: 11 dice to attack, 5P -1AP vs 3 body, 3 reaction, 8 armor (average humans, average guns, average armor)
Prelim:
1. Armor rating / 2 = 4 Base Armor Value (0 remainder)
2. Body + Reaction + armor remainder= 6 soak roll
3. Modified Base Armor Value = 4 + -1AP = 3
4. Weapons Base DV = 5 > Modified Base Armor Value = 3
Process:
4 hits on attack roll + 5P base DV = 9P modified DV
6 dice to soak = 2 hits + 3 Modified Armor Value = 5 Soak hits
Final damage = 4P
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RAW: 16 dice to attack, 6P -2AP vs 6 body, 6 reaction, 15 armor (Bigger guys, guns & armor - more similar to Shadowrunners stats)
Prelim:
15 armor -2AP = 13 modified armor
Process:
5 hits on attack roll - 2 hit to avoid bullet = 3 net hits + 6P base DV = 9P modified DV
13 armor + 6 body = 19 dice to soak = 6 hits
Final damage = 3S
5 minute mayhem rules: 16 dice to attack, 6P -2AP vs 6 body, 6 reaction, 15 armor (Bigger guys, guns & armor - more similar to Shadowrunners stats)
Prelim:
1. Armor rating / 2 = 7 Base Armor Value (1 remainder)
2. Body + Reaction + armor remainder = 13
3. Modified Base Armor Value = 7 + -2AP = 5
4. Weapons Base DV = 6 > Modified Base Armor Value = 5
Process:
5 hits on attack roll + 6P base DV = 11P modified DV
13 dice to soak = 4 hits + 5 Modified Armor Value = 9 Soak hits
Final damage = 2P
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RAW: 16 dice to attack, 8P -4AP vs 6 body, 6 reaction, 15 armor (Bigger guys & armor, weapon = monowhip - more similar to Shadowrunners stats)
Prelim:
15 armor -4AP = 11 modified armor
Process:
5 hits on attack roll - 2 hit to avoid whip = 3 net hits + 8P base DV = 11P modified DV
11 armor + 6 body = 17 dice to soak = 6 hits
Final damage = 5S
5 minute mayhem rules: 16 dice to attack, 8P -4AP vs 6 body, 6 reaction, 15 armor (Bigger guys & armor, weapon = monowhip - more similar to Shadowrunners stats)
Prelim:
1. Armor rating / 2 = 7 Base Armor Value (1 remainder)
2. Body + Reaction + armor remainder = 13
3. Modified Base Armor Value = 7 + -4AP = 3
4. Weapons Base DV = 8 > Modified Base Armor Value = 3
Process:
5 hits on attack roll + 8P base DV = 13P modified DV
13 dice to soak = 4 hits + 3 Modified Armor Value = 7 Soak hits
Final damage = 6P
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hmmm. So, with this limited sample space, it seems that the average damage dealt with guns will be just a touch lower (1 damage lower to be precise), therefore making gun combat less deadly overall.
However, we can see that with a high AP weapon (the monowhip) combat becomes significantly more deadly. I would assume the same outcome would occur if we set up a test with APDS ammo.
We also see that with the 5 minute system we are more likely for our damage to remain physical rather than getting converted to stun in pretty much all cases.
I think the only thing I would do would be to perhaps add a 5th item to the prelim of the "5mm" rules:
5. Weapons Base DV - Modified Armor Value = bonus (or penalty) to attackers roll.
that way the process part of the 5mm rules becomes simply an opposed roll of (Agi + weapon skill) vs defenders pool (calculated in step 2)
Since the derived values from steps 1 (Base Armor Value) and 2 (Defense Pool) can both be pre-calculated & noted on the character sheet, an attack of any sort becomes simply:
1. Modify Base Armor Value with AP of attack.
2. Weapons Base DV - Modified Armor Value = bonus (or penalty) to attackers roll. (If this is a bonus, then damage is Physical, if it's a penalty or a wash, then damage is Stun).
3. Roll Modified Attack Roll vs. Defense Pool. Net hits by attacker = boxes of damage sustained.
Does this sound like I'm getting your system correctly? Or am I missing something?