ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "VeteranArmor"

From ModEnc
Jump to: navigation, search
(defeating false assumptions one page at a time; complete rewrite)
m (Template Updated)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
{{Flag
 
{{Flag
 
|name=VeteranArmor
 
|name=VeteranArmor
|files=rules(md).ini
+
|files={{Categ|Rules(md).ini}}
 
|values=float
 
|values=float
|special=none
 
 
|default=1.0
 
|default=1.0
|types=N/A
+
|types={{Categ|General}}
|games=[[TS]], [[RA2]], [[YR]]
+
|ts=yes
 +
|fs=yes
 +
|ets=yes
 +
|ra2=yes
 +
|yr=yes
 +
|rp=yes
 
}}
 
}}
  
 
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.
 
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.
 
 
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.
 
  
 
'''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}}).
 
'''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}}).
 
: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
 
: '''100 / 1.5 = 66.666666. ''Decimals are dropped.'' 66 * 16 = 1056.'''
  
 
+
== See Also ==
The armor bonus is even ''more'' effectual the less base damage each hit the weapon inflicts.
+
* [[Armor Multipliers]]
 
 
'''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}}.
 
 
 
  
 
[[Category:General Flags]]
 
[[Category:General Flags]]
 
[[Category:Rules(md).ini Flags]]
 
[[Category:Rules(md).ini Flags]]
 
[[Category:INI Flags]]
 
[[Category:INI Flags]]

Latest revision as of 00:41, 5 April 2007

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
Default: 1.0
Applicable to: General


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.

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.

See Also