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Armor Multipliers: Difference between revisions
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The difference is that ingame such a unit heals to full health just as fast as the unmultiplied one does, and it doesn't cost extra to repair it manually. That wouldn't be the case if this was indeed the multiplier to Strength. | The difference is that ingame such a unit heals to full health just as fast as the unmultiplied one does, and it doesn't cost extra to repair it manually. That wouldn't be the case if this was indeed the multiplier to Strength. | ||
[[Category: General Editing Information]] |
Revision as of 09:56, 10 September 2006
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
Which means that:
[UNIT] Strength=1000 [Weapon] Damage=100
If there are two instances of UNIT (let's say UNITA and UNITB), and UNITA acquires an armor multiplier of 150% , they both still have 1000 hitpoints. But UNITA will take only 100 / 150% = 66 points of Damage from [Weapon], and the same percentage from all other weapons.
Whether you consider it as a multiplier to Template:TTL or an inverted multiplier to Template:TTL, the result is that in both cases it takes just as many shots to destroy.
The difference is that ingame such a unit heals to full health just as fast as the unmultiplied one does, and it doesn't cost extra to repair it manually. That wouldn't be the case if this was indeed the multiplier to Strength.