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Armor Multipliers: Difference between revisions

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rewritten. better info. corrected errors.
god damn...who patrolled all this?! DCODER!
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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.
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 {{TTL|Strength}}, and a divisor to {{TTL|Damage}}:


'''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).
==Damage taken==
: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
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 {{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.


The armor bonus is even ''more'' effectual the less base damage each hit the [[weapon]] inflicts.
'''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 &divide; 100 = 15. '''The tank would need {{co|15|red}} hits''' to be killed.


'''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}}.
'''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 &divide; 1.5 = 66.66666..., and as we noted above, the decimals are dropped. But 1000 &divide; 66 = 15.151515...! Meaning, after taking the same 15 shots, ''the tank has still 10 hitpoints left'' (66 &times; 0.151515... = 9.99999...). '''The tank needs {{co|16|red}} 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 &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.)


As for repairs, the unit's armor will not affect the time required to repair a unit, which is based on {{tt|Strength}}.
==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 {{TTL|RepairStep}} applies to units as well, we're looking at
*1500 &divide; 8 = 188 repair ticks for 1500 hitpoints compared to  
*1000 &divide; 8 = 125 for 1000.
Now taking into account that {{TTL|URepairRate|.016}} works out to roughly one second, that's ''over a minute'' of repair time you save through this simple difference.


== See Also ==
== See Also ==
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[[Category: General Editing Information]]
[[Category: General Editing Information]]
__NOTOC__

Revision as of 18:13, 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

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

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 Template:TTL 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 Template:TTL works out to roughly one second, that's over a minute of repair time you save through this simple difference.

See Also