Health is ok, the highest old:new ratio there being 100.1:1 (due to some other rounding rules), and none being lower than 100:1 (since nothing relevant had less than 100 health)
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49:1 for the NkI Zenith Polarizer because it has a 49 base attack which would become 1, which is actually a concern: if nothing else were done, this would be a 50% nerf to the zenith polarizer, because its base damage IS used (it's very low because it's multiplied by a function based on target armor). But it's a simple fix: change base attack from 49*mk => 100*mk and change seconds-per-salvo from 2 => 4.
78:1 for the MkI Youngling Vulture because it has a 78 base attack which would become 1, which is worth fixing since it has a low base attack that is then multiplied by a function based on the target's lost health. So just change base attack from 78*mk => 100*mk and change seconds-per-salvo from 5 => 6 (a 20% nerf for a 28% buff, but close enough)
98:1 for the MkII Zenith Polarizer, but that will be dealt with anyway by the change provoked by the MkIs
Perhaps I'm misunderstanding here, but would this be a 100%
buff to the Mk I Polarizer, in terms of damage? It went from 49->1 base damage per shot, but everything's health went 100->1. So where it would have taken 2 shots(-ish) to kill something with 98 old-health, it would now take only 1 shot to kill the same target, that now has 1 new-health?
Although, the Polarizer is getting nerfed by a 10x factor if armor also gets cut by 100x - If I remember correctly, the Polarizer's multiplier is sqrt(Armor), and sqrt(Armor/100) = sqrt(Armor) / 10.
That's a good point. Cutoffs for things like fusion cutter immunity and whatnot will need to be adjusted.
Or just get rid of it entirely. Is it *really* needed anymore, other than to render utterly impotent 2 of the 3 melee units?