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Armor Multipliers: Difference between revisions

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Vinifera7 (talk | contribs)
rewritten. better info. corrected errors.
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There is a comment in the rules:
Because armor multipliers are applied as a divisor to damage recieved, it is typically more effectual than if it were simply a multiplier to the unit's <tt>[[Strength]]</tt>. This is because damage is only applied in solid integers; any decimals are simply knocked off.
''; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this''


Which means that:
'''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 an armor multiplier of 1.5).
[UNIT]
: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
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 {{TTL|Strength}} or an inverted multiplier to {{TTL|Damage}}, the result is that in both cases it takes just as many shots to destroy.
The armor bonus is even ''more'' effectual the less base damage each hit the [[weapon]] inflicts.


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.
'''Example:''' If the unit's {{tt|Strength}} is again 1000, but each hit now deals only '''10''' base damage, it would take 167 hits to destroy the unit, as opposed to 160 if the armor was applied as a straight multiplier to {{tt|Strength}}.
 
 
As for repairs, the unit's armor will not affect the time required to repair a unit, which is based on {{tt|Strength}}.
 
== See Also ==
* [[VeteranArmor]]
* [[ArmorInfantryMult]]
* [[ArmorUnitsMult]]
* [[ArmorAircraftMult]]
* [[ArmorDefensesMult]]


[[Category: General Editing Information]]
[[Category: General Editing Information]]

Revision as of 13:27, 10 September 2006

Because armor multipliers are applied as a divisor to damage recieved, it is typically more effectual than if it were simply a multiplier to the unit's Strength. This is because damage is only applied in solid integers; any decimals are simply knocked off.

Example: if the unit's Strength is 1000, and each hit deals 100 base damage, it would take 16 hits to destroy the unit (assuming an armor multiplier of 1.5).

100 / 1.5 = 66.666666. Decimals are dropped. 66 * 16 = 1056.


The armor bonus is even more effectual the less base damage each hit the weapon inflicts.

Example: If the unit's Strength is again 1000, but each hit now deals only 10 base damage, it would take 167 hits to destroy the unit, as opposed to 160 if the armor was applied as a straight multiplier to Strength.


As for repairs, the unit's armor will not affect the time required to repair a unit, which is based on Strength.

See Also