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Armor Multipliers: Difference between revisions

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m disambiguation (literally, not the template) from Armor Types and Armor=. also a few other minor touchups :p
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: ''Armor multipliers are '''not''' related to, and have no affect on [[Armor types|Armor Types]] or {{TTL|Armor}}. In this case, "armor" is a label given to bonuses that decrease damage taken overall.''
There is a comment in the rules:
; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this
For general modding, you can adhere to this comment. However, analyzed in detail, there are two subtile differences between a straight multiplier to {{f|Strength|link}}, and a divisor to {{f|Damage|link}}:


==Damage taken==
A slight advantage over a straight multiplier is squeezed out of the way strength and damage are calculated - in integers, rather than floating point numbers. Any decimals are simply knocked off. This leads to a minimal fraction of damage that just "vanishes" on every hit, compared to a multiplier variant, and can, under certain circumstances, buy the unit enough strength to take another hit.


There is a comment in the rules:
====Examples====
; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this
We are assuming a tank with a strength of 1000. The tank collects a promotion crate, and {{tt|VeteranArmor{{equal}}1.5}} is applied.  The tank is then ambushed with a weapon that, after verses and everything, deals 100 damage on each hit.
For general modding, you can adhere to this comment. However, analyzed in detail, there are two subtle differences between a straight multiplier to {{TTL|Strength}}, and a divisor to {{TTL|Damage}} taken:


== Damage Taken ==
'''If {{tt|VeteranArmor}} was a straight multiplier to {{tt|Strength}}''', the tank would now have '''1500 hitpoints''', of which '''100 are deducted''' on each hit - 1500 ÷ 100 = 15. '''The tank would need {{co|15|red}} hits''' to be killed.
A slight advantage over a straight multiplier is squeezed out of the way strength and damage are calculated – in [[Help:Values#Integers|integers]], rather than [[Help:Values#Floating Point Values|floating point numbers]]. Any decimals are simply knocked off. This leads to a minimal fraction of damage that just "vanishes" with every hit, from the notion of a multiplier variant, and can, under certain circumstances, buy the unit enough strength to take one or more additional hits.


=== Examples ===
'''But {{tt|VeteranArmor}} is a divisor to {{tt|Damage}}'''. Therefore, the tank still has '''1000 hitpoints''', but only '''66 are deducted''' on each hit, because 100 ÷ 1.5 = 66.66666..., and as we noted above, the decimals are dropped. But 1000 ÷ 66 = 15.151515...! Meaning, after taking the same 15 shots, ''the tank has still 10 hitpoints left'' (66 × 0.151515... = 9.99999...). '''The tank needs {{co|16|red}} hits''' to be killed, one additional shot to kill the last fraction of health.  
# We are assuming a tank with a {{tt|Strength}} of 1000. The tank collects a promotion crate, and {{TTL|VeteranArmor|1.5}} is applied.  The tank is then ambushed with a [[weapon]] that, after {{TTL|Verses}} is applied, deals 100 damage with each hit.<br><br>'''If armor bonuses were a straight multiplier to {{tt|Strength}}''', the tank would now have '''1500 hitpoints''', of which '''100 are deducted''' with each hit. '''The tank can withstand {{co|15|red}} hits''' before being destroyed (1500 &divide; 100 = 15).<br><br>'''However, armor bonuses are applied as a divisor to {{tt|Damage}}'''. Therefore, the tank still has '''1000 hitpoints''', but only '''66 are deducted''' with each hit (100 &divide; 1.5 = 66.66...), and as noted above, the decimals are dropped. But 1000 &divide; 66 = 15.1515..., meaning that after taking 15 shots, ''the tank still has 10 hitpoints left'' (66 &times; 0.1515... = 9.99...). So in actuality, '''the tank can withstand {{co|16|red}} hits''' before being destroyed &ndash; one additional shot to kill the last fraction of health.<br><br>
# The examples get more extreme the less damage is dealt. If the weapon dealt only 10 points of damage each shot, it would take 150 shots on a multiplier (1500 &divide; 10 = 150). But as a divisor, the figures show that it would take 167 shots (1000 &divide; 6 = 167) &ndash; a whopping ''17 shot difference''!


== Healing & Repairs ==
The examples get more extreme the less damage is dealt - if the weapon dealt only 10 points of damage each time, it'd need 1500 &divide; 10 = 150 shots on a multiplier, but for a divisor, we'd look at 1000 &divide; 6 = 167 shots! (That's a whopping ''17 shot difference'', for the slow among us.)
The more important or "obvious" difference between armor bonuses being a multiplier to strength and a divisor to damage taken is that a unit with an armor bonus heals/repairs to full strength in the same time that it takes the same unit without the armor bonus. This is because the unit's hitpoints remain the same; it just takes less damage.


Assuming {{TTL|RepairStep}} applies to units as well, figures show that
==Healing==
* It will take 188 repair ticks as a multiplier (1500 &divide; 8 = 188).
The more important or "obvious" difference to a multiplier is that ingame a unit with Armor Bonus heals to full health just as fast as the unmultiplied one does, because it has the same amount of hitpoints - it just takes less damage. Assuming {{f|RepairStep|link}} applies to units as well, we're looking at
* It will take 125 repair ticks as a divisor and without the armor bonus (1000 &divide; 8 = 125).
*1500 &divide; 8 = 188 repair ticks for 1500 hitpoints compared to
Taking into account that {{TTL|URepairRate|.016}} works out to roughly one second, that's a difference of ''over a minute'' of repair time.
*1000 &divide; 8 = 125 for 1000.
Now taking into account that {{f|URepairRate|.016|link}} works out to roughly one second, that's ''over a minute'' of repair time you save through this simple difference.


== See Also ==
== See Also ==

Latest revision as of 07:25, 27 November 2009

There is a comment in the rules:

; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this

For general modding, you can adhere to this comment. However, analyzed in detail, there are two subtile differences between a straight multiplier to Strength, and a divisor to Damage:

Damage taken

A slight advantage over a straight multiplier is squeezed out of the way strength and damage are calculated - in integers, rather than floating point numbers. Any decimals are simply knocked off. This leads to a minimal fraction of damage that just "vanishes" on every hit, compared to a multiplier variant, and can, under certain circumstances, buy the unit enough strength to take another hit.

Examples

We are assuming a tank with a strength of 1000. The tank collects a promotion crate, and VeteranArmor=1.5 is applied. The tank is then ambushed with a weapon that, after verses and everything, deals 100 damage on each hit.

If VeteranArmor was a straight multiplier to Strength, the tank would now have 1500 hitpoints, of which 100 are deducted on each hit - 1500 ÷ 100 = 15. The tank would need 15 hits to be killed.

But VeteranArmor is a divisor to Damage. Therefore, the tank still has 1000 hitpoints, but only 66 are deducted on each hit, because 100 ÷ 1.5 = 66.66666..., and as we noted above, the decimals are dropped. But 1000 ÷ 66 = 15.151515...! Meaning, after taking the same 15 shots, the tank has still 10 hitpoints left (66 × 0.151515... = 9.99999...). The tank needs 16 hits to be killed, one additional shot to kill the last fraction of health.

The examples get more extreme the less damage is dealt - if the weapon dealt only 10 points of damage each time, it'd need 1500 ÷ 10 = 150 shots on a multiplier, but for a divisor, we'd look at 1000 ÷ 6 = 167 shots! (That's a whopping 17 shot difference, for the slow among us.)

Healing

The more important or "obvious" difference to a multiplier is that ingame a unit with Armor Bonus heals to full health just as fast as the unmultiplied one does, because it has the same amount of hitpoints - it just takes less damage. Assuming RepairStep applies to units as well, we're looking at

  • 1500 ÷ 8 = 188 repair ticks for 1500 hitpoints compared to
  • 1000 ÷ 8 = 125 for 1000.

Now taking into account that URepairRate=.016 works out to roughly one second, that's over a minute of repair time you save through this simple difference.

See Also