I discovered that in this function:
function PlayerTacArmor::damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
Damage was obviously how much damage you received which is usually 100 (and that rare very small percent of time where you could get 50) But by dividing the number it would simply calculate the amount of damage to give so I basically said
%obj.addhealth(-%damage/$TACPLAYER::FallDamgeDampener + 0.2);
Along with checks to make sure we still had enough health to receive all that damage, if we didn't it parented damage
if(%obj.getDatablock().maxDamage - %obj.getDamageLevel() > %damage/$TACPLAYER::FallDamgeDampener + 0.2)
{
%obj.addhealth(-%damage/$TACPLAYER::FallDamgeDampener + 0.2);