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Armor and Evasion: Difference between revisions

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= Armor =
= Armor =


Certain xenomorphs have armor, which reduces incoming damage by a percentage each time they take a hit. Specific castes have armor which aids in their survivability, notably the crusher and defender. Armor itself is linked in with health, reducing damage. It is similar to health in that it will regenerate overtime. Yet armor generates slower. The difference between health and armor is that, you can still die even with a lot of armor remaining, it only reduces the damage taken.
Certain aliens have armor, which reduces incoming damage by a percentage each time they take a hit. Specific castes have armor which aids in their survivability, notably the crusher and defender.  
 
When taking damage with armor, it factors in the damage's armor piercing ability and the alien's current armor status.
 
For example, if a crusher were to be shot at with a normal rifle bullet, the crusher would take a small amount of damage, due to having armor. The crusher will still take damage but the damage is heavily reduced.
 
But, if an armor piercing rifle bullet were to hit the crusher, they would take full damage from the bullet.
 
 
How armor actually works:
 
1. armor_deflection_total is calculated, Which is equal to 1.1^(armor/5)
 
2. The damage is then divided by armor_deflection_total
 
3. If the (newly calculated) damage is smaller than the armor times two, Steps 4,5 are executed, and otherwise skipped.
 
4. damage_with_armor is calculated, Equal to damage*4 - armor


5. The damage is then multiplied by damage_with_armor/(damage*4)


Armor hardness is how much armor there is on a xenomorph. The crusher, having the most armor, will be able to sustain a lot more damage than a xenomorph with lighter armor.


Example:


The tiers in xenomorph armor is as follows:
Damage = 35, Armor = 30
#Crushers
#Defenders
#Queen, Burrowers, Praetorians, Ravagers
#Spitters, Warriors, Hivelords, Carriers


armor_deflection_total = 1.1^(30/5) = 1.771561


When taking damage with armor, it factors in the damage's armor piercing ability and the xenomorph's current armor status.
damage \= armor_deflection_total = 19.7565876


For example, if a crusher were to be shot at with a rifle bullet with full armor, the crusher would take a very small amount of damage, due to having full armor. The crusher will still take damage but the damage is heavily reduced and the armor will also take a hit, decreasing it's effectiveness.
damage < armor * 2 so:


damage_with_armor = damage*4 - armor = 49.0263504


But, if an armor piercing rifle bullet were to hit the crusher, they would take full damage from the bullet as well as their armor taking a hit. It will reduce the armor's effectiveness the next time they take damage from projectiles.
dam_pass = damage_with_armor / (damage*4) = 0.620379787


damage *= dam_pass = 12.2565876


When your armor has taken damage, there is a 2 second grace period before your armor is able to be damaged again. It occurs when 25% of your armor has been destroyed. This does not mean that you won't be able to take damage, it means your armor won't take any more damage for the duration of the grace period.
Conclusion: Use armor penetrating rounds.




Do remember '''Armor =\= more Health '''. It reduces the damage taken to your health.
Do remember '''Armor =\= more Health '''. It reduces the damage taken to your health.


== Warding Pheromones ==
== Explosive armor ==
Warding gives your xenomorph a percentage reduction to the amount of damage to the armor.
 
Unlike regular armor, explosive armor functions somewhat differently. It protects you from explosions and explosion stun times. The more explosive armor you have, the less damage and stun you take from explosions.
 
== Armor penetrating munitions and weapons ==


Certain weapons and ammunition penetrate armor.
All armor piercing munitions are quite efficient at piercing armor and certain munition types at penetrating armor, unlike their softpoint counterparts.
The following lists examples of Armor Piercing/breaking weapons and ammunition:
*M240 flamethrower (ignores it)
*Slugs
*Flechette
*M56D machine gun
*M56 Smartgun
*M42A Scoped Rifle
*Any AP ammunition


== Evasion ==
= Evasion =
Xenomorphs that don't have armor have an added bonus to projectiles missing them. Lurkers, drones, runners and larva have this bonus. The xenomorphs evasion will increase as they mature.
Aliens that don't have armor have an added bonus to projectiles missing them. Only [[drone]]s have this bonus.

Latest revision as of 10:32, 2 October 2022

Armor

Certain aliens have armor, which reduces incoming damage by a percentage each time they take a hit. Specific castes have armor which aids in their survivability, notably the crusher and defender.

When taking damage with armor, it factors in the damage's armor piercing ability and the alien's current armor status.

For example, if a crusher were to be shot at with a normal rifle bullet, the crusher would take a small amount of damage, due to having armor. The crusher will still take damage but the damage is heavily reduced.

But, if an armor piercing rifle bullet were to hit the crusher, they would take full damage from the bullet.


How armor actually works:

1. armor_deflection_total is calculated, Which is equal to 1.1^(armor/5)

2. The damage is then divided by armor_deflection_total

3. If the (newly calculated) damage is smaller than the armor times two, Steps 4,5 are executed, and otherwise skipped.

4. damage_with_armor is calculated, Equal to damage*4 - armor

5. The damage is then multiplied by damage_with_armor/(damage*4)


Example:

Damage = 35, Armor = 30

armor_deflection_total = 1.1^(30/5) = 1.771561

damage \= armor_deflection_total = 19.7565876

damage < armor * 2 so:

damage_with_armor = damage*4 - armor = 49.0263504

dam_pass = damage_with_armor / (damage*4) = 0.620379787

damage *= dam_pass = 12.2565876

Conclusion: Use armor penetrating rounds.


Do remember Armor =\= more Health . It reduces the damage taken to your health.

Explosive armor

Unlike regular armor, explosive armor functions somewhat differently. It protects you from explosions and explosion stun times. The more explosive armor you have, the less damage and stun you take from explosions.

Armor penetrating munitions and weapons

Certain weapons and ammunition penetrate armor. All armor piercing munitions are quite efficient at piercing armor and certain munition types at penetrating armor, unlike their softpoint counterparts. The following lists examples of Armor Piercing/breaking weapons and ammunition:

  • M240 flamethrower (ignores it)
  • Slugs
  • Flechette
  • M56D machine gun
  • M56 Smartgun
  • M42A Scoped Rifle
  • Any AP ammunition

Evasion

Aliens that don't have armor have an added bonus to projectiles missing them. Only drones have this bonus.