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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. 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. 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. | ||
When taking damage with armor, it factors in the damage's armor piercing ability and the alien's current armor status. | When taking damage with armor, it factors in the damage's armor piercing ability and the alien's current armor status. | ||
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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. | 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. | ||
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. | Do remember '''Armor =\= more Health '''. It reduces the damage taken to your health. | ||
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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 | 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 | Certain weapons and ammunition penetrate armor. | ||
All armor piercing munitions are quite efficient at piercing armor and certain munition types at | 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: | The following lists examples of Armor Piercing/breaking weapons and ammunition: | ||
*M240 flamethrower (ignores it) | *M240 flamethrower (ignores it) | ||
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*M42A Scoped Rifle | *M42A Scoped Rifle | ||
*Any AP ammunition | *Any AP ammunition | ||
= Evasion = | = Evasion = | ||
Aliens that don't have armor have an added bonus to projectiles missing them. Lurkers, drones, runners and larva have this bonus. The alien's evasion will increase as they mature. | Aliens that don't have armor have an added bonus to projectiles missing them. Lurkers, drones, runners and larva have this bonus. The alien's evasion will increase as they mature. |
Revision as of 17:18, 30 August 2021
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. 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.
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 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.
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. Lurkers, drones, runners and larva have this bonus. The alien's evasion will increase as they mature.