VeteranArmor: Difference between revisions

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This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level.
{{Flag
|name=VeteranArmor
|files={{Categ|Rules(md).ini}}
|values=float
|default=1.0
|types={{Categ|General}}
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}


==Example==
This is one of the several Veteran Factors that control the bonuses given by <tt>[[VeteranAbilities]]</tt> and <tt>[[EliteAbilities]]</tt>. {{tt|VeteranArmor}} divides received damage by the specified factor for units that benefit from the STRONGER promotional bonus. Contrary to popular belief, these bonuses do ''not'' stack, meaning that a STRONGER elite bonus will '''not''' further increase the armor of a unit with a STRONGER veteran bonus.
{|
|
!Base Armor
!Multiplier
!Total Armor
|-
!Rookie
|800
|
|800
|-
!Veteran
|800
|x 1.5
|1200
|-
!Elite
|800
|x 1.5 x 1.5
|1800
|-
!4th Level
|800
|x 1.5 x 1.5 x 1.5
|2700
|-
|}
''Please read below to understand these figures.''


==¹ Theory vs. Praxis==
'''Example:''' if the unit's {{tt|Strength}} is 1000, and each hit deals 100 base damage, it would take 16 hits to destroy the unit (assuming {{tt|VeteranArmor{{Equal}}1.5}}).
The above table would make you believe that, when turned Elite, an Apocalypse has a thousand hitpoints more of max health than as a rookie. That is not the case.
: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
Rules' comments on this issue are clear: <blockquote> "For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this"</blockquote>
 
Meaning that, in reality, if a veteran Apo is being fired upon by a <tt>Damage=100</tt> weapon with 100% [[verses]], he does not have 1200 hitpoints and loses 100 with every hit, but in fact still has only 800 hitpoints, but only takes 66.6 damage with every hit.<br>
== See Also ==
The speed of death, in both cases, would be the same: 12 shots. That's why we're told to think of it as a multiplier. The difference is, for example, that it takes less time to heal 800 hitpoints than 1200 (and costs less), meaning the unit is back at full health earlier.
* [[Armor Multipliers]]
 
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