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
 
m
Line 23: Line 23:
 
|1800
 
|1800
 
|-
 
|-
!4th Level
+
!Hypothetical 4th Level
 
|800
 
|800
 
|x 1.5 x 1.5 x 1.5
 
|x 1.5 x 1.5 x 1.5
 
|2700
 
|2700
 +
|-
 +
!Hypothetical nth Level
 +
|800
 +
|x 1.5 x 1.5...
 +
|800x(1.5^n)
 
|-
 
|-
 
|}
 
|}

Revision as of 13:52, 25 April 2006

This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level.

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

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:
"For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this"

Meaning that, in reality, if a veteran Apo is being fired upon by a Damage=100 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.
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.