How does "excess" AP interact with a standard NPC's damage save? Or have I conflated rules in my head due to the multiple years since I last played SC?
Eg J. Random Mook is rocking a flack jacket (DR 1/4, iirc - exact numbers aren't important) and he has the bad luck to stop a round with AP (6), which hits his armour.
Off the bat, JRM's flak jacket does sod all for him against this attack (ordinarily giving DR 4 against life's little miseries that move very fast, but reduced to zero by the attack's AP) - but there's 2 excess AP here, which is what I'm asking about.
How is JRM's damage save modified? By nothing, or by something (-2?) for the excess AP?
If I haven't just mashed rules together, is there a page reference I can look up?