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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.




The armor icon is show on the the right hand side of your screen below the plasma icon. [[File:Xeno Armor Icon.png|right]]
How armor actually works:


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


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.
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.


The tiers in xenomorph armor is as follows:
4. damage_with_armor is calculated, Equal to damage*4 - armor
#Crushers
#Defenders
#Queen, Burrowers, Praetorians, Ravagers
#Spitters, Warriors, Hivelords, Carriers


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


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


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 its effectiveness.
Example:


Damage = 35, Armor = 30


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.
armor_deflection_total = 1.1^(30/5) = 1.771561


damage \= armor_deflection_total = 19.7565876


When your armor has taken damage, there is grace period before your armor is able to be damaged again. It occurs when you take armor damage relative to the amount of armor piercing damage. For example, you'd roughly have a 2 second grace period per 25% of your armor being damaged. 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.
damage < armor * 2 so:


damage_with_armor = damage*4 - armor = 49.0263504


Armor regeneration is different to health regeneration. Unlike health, it takes a lot longer to regenerate armor at different levels of your armor's integrity. When your armor has taken damage, it'll take roughly 30 seconds before you'll be able to regenerate your armor (on weeds of course).
dam_pass = damage_with_armor / (damage*4) = 0.620379787


If your armor is above 60% it regenerates faster. But if it falls below 60% it will take more time to regenerate it.
damage *= dam_pass = 12.2565876
The lower it is, the longer it takes to recover your armor.
 
Conclusion: Use armor penetrating rounds.




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== Explosive armor ==
== Explosive armor ==


Unlike regular armor, explosive armor functions somewhat differently. It protects you from explosions and explosion stun times. It too is also directly linked to the amount of armor hardness you have. The more explosive armor you have, the less damage and stun you take from explosions.
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 ==
== Armor penetrating munitions and weapons ==


Certain weapons and ammunition types penetrate or ignore armor entirely.
Certain weapons and ammunition penetrate armor.
All armor piercing munitions are quite efficient at piercing and/or breaking armor, unlike their softpoint counterparts.
All armor piercing munitions are quite efficient at piercing armor and certain munition types at penetrating armor, unlike their softpoint counterparts.
The following lists Armor Piercing weapons and ammunition:
The following lists examples of Armor Piercing/breaking weapons and ammunition:
*M240 flamethrower (ignores it)
*M240 flamethrower (ignores it)
*Slugs
*Slugs
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*M42A Scoped Rifle
*M42A Scoped Rifle
*Any AP ammunition
*Any AP ammunition
== Warding Pheromones ==
Warding gives your xenomorph a percentage reduction to the amount of damage to the armor.


= 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.