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Armor Multipliers

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Revision as of 13:27, 10 September 2006 by Vinifera7 (talk | contribs) (rewritten. better info. corrected errors.)
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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 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