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Difference between revisions of "VeteranArmor"

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|games=[[TS]], [[RA2]], [[YR]]
 
|games=[[TS]], [[RA2]], [[YR]]
 
}}
 
}}
  
This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level.
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This is one of the several Veteran Factors that control the bonuses given by <tt>[[VeteranAbilities]]</tt> and <tt>[[EliteAbilities]]</tt>. {{tt|VeteranArmor}} divides received damage by the specified factor for units that benefit from the STRONGER promotional bonus. Contrary to popular belief, these bonuses do ''not'' stack, meaning that a STRONGER elite bonus will '''not''' further increase the armor of a unit with a STRONGER veteran bonus.
  
==Example==
 
{|
 
|
 
!Base Armor
 
!Multiplier
 
!Total Armor
 
|-
 
!Rookie
 
|800
 
|
 
|800
 
|-
 
!Veteran
 
|800
 
|x 1.5
 
|1200
 
|-
 
!Elite
 
|800
 
|x 1.5 x 1.5
 
|1800
 
|-
 
!Hypothetical 4th Level
 
|800
 
|x 1.5 x 1.5 x 1.5
 
|2700
 
|-
 
!Hypothetical nth Level
 
|800
 
|x 1.5 x 1.5...
 
|800x(1.5^n)
 
|-
 
|}
 
''Please read below to understand these figures.''
 
  
==¹ Theory vs. Praxis==
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Because {{tt|VeteranArmor}} is 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.
The above table would make you believe that, when turned Elite, an Apocalypse has a thousand hitpoints more of max health than as a rookie. That is not the case.
 
Rules' comments on this issue are clear: <blockquote> "For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this"</blockquote>
 
Meaning that, in reality, if a veteran Apo is being fired upon by a <tt>Damage=100</tt> weapon with 100% [[verses]], he does not have 1200 hitpoints and loses 100 with every hit, but in fact still has only 800 hitpoints, but only takes 66.6 damage with every hit.<br>
 
The speed of death, in both cases, would be the same: 12 shots. That's why we're told to think of it as a multiplier. The difference is, for example, that it takes less time to heal 800 hitpoints than 1200 (and costs less), meaning the unit is back at full health earlier.
 
  
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'''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 {{tt|VeteranArmor{{Equal}}1.5}}).
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: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
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The armor bonus is even ''more'' effectual the less base damage each hit the weapon inflicts.
 +
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'''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}}.
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[[Category:General Flags]]
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[[Category:Rules(md).ini Flags]]
 
[[Category:INI Flags]]
 
[[Category:INI Flags]]
[[Category:Rules(md).ini Flags]]
 

Revision as of 18:07, 25 August 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: VeteranArmor
File(s): rules(md).ini
Values: float
Special Values: none
Default: 1.0
Applicable to: N/A


This is one of the several Veteran Factors that control the bonuses given by VeteranAbilities and EliteAbilities. VeteranArmor divides received damage by the specified factor for units that benefit from the STRONGER promotional bonus. Contrary to popular belief, these bonuses do not stack, meaning that a STRONGER elite bonus will not further increase the armor of a unit with a STRONGER veteran bonus.


Because VeteranArmor is 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 VeteranArmor=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.