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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 {{TTL|Strength}}, and a divisor to {{TTL|Damage}}: |
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| | ==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. |
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| 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:
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| == 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.
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| === 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 ÷ 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 ÷ 1.5 = 66.66...), and as noted above, the decimals are dropped. But 1000 ÷ 66 = 15.1515..., meaning that after taking 15 shots, ''the tank still has 10 hitpoints left'' (66 × 0.1515... = 9.99...). So in actuality, '''the tank can withstand {{co|16|red}} hits''' before being destroyed – one additional shot to kill the last fraction of health.<br><br>
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| # 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 ÷ 10 = 150). But as a divisor, the figures show that it would take 167 shots (1000 ÷ 6 = 167) – a whopping ''17 shot difference''!
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| == 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 ÷ 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.) |
| 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. | |
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| Assuming {{TTL|RepairStep}} applies to units as well, figures show that | | ==Healing== |
| * It will take 188 repair ticks as a multiplier (1500 ÷ 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 {{TTL|RepairStep}} applies to units as well, we're looking at |
| * It will take 125 repair ticks as a divisor and without the armor bonus (1000 ÷ 8 = 125). | | *1500 ÷ 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 ÷ 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. |
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| == See Also == | | == See Also == |