Armor Factor: Difference between revisions
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20hp - (.05 * 20hp) - 12hp = 7hp unblocked damage. | 20hp - (.05 * 20hp) - 12hp = 7hp unblocked damage. | ||
Unblocked damage is what gets through the target's armor and reduces its health, by 7hp in this example. | Unblocked damage is what gets through the target's armor and reduces its health, by 7hp in this example. Spacecraft and vehicles explode when their health is reduced to 0. Creatures fall unconscious when their health is reduced to 0. Items are destroyed when their health is reduced to 0. | ||
==Armor Wear== | ==Armor Wear== |
Revision as of 21:02, 10 June 2016
Armor factors derive from your skin and the gear you are wearing. Two numbers show the total effectiveness of armor, separated by a %.
e.g. 5% 12hp.
The first number is the percentage of damage that is absorbed by armor.
The second number is the amount of damage that is blocked by armor.
Armor factors on the Gear window are shown for kinetic contact damage. Armor factors can vary considerably against other weapon effects and modes.
Combat Example
A knife is used to attack a target. It's damage range is 5-20hp per strike.
By random chance the knife makes a good strike with all 20hp. The calculation to solve that 20hp strike against the target's 5% 12hp armor looks like this:
20hp - (.05 * 20hp) - 12hp = 7hp unblocked damage.
Unblocked damage is what gets through the target's armor and reduces its health, by 7hp in this example. Spacecraft and vehicles explode when their health is reduced to 0. Creatures fall unconscious when their health is reduced to 0. Items are destroyed when their health is reduced to 0.
Armor Wear
Armor gear degrades 1 point for every 10hp of damage it reduces; hardened armor degrades only 1 point for every 20hp, when hit by the type of damage it is hardened against.
Environment armor and helmets lose their ability to protect against the environment when reduced to zero condition points. Inspecting these items will report the environment seal as broken when this is the case.