How Does Armor And Health Work?

TerminotaurTerminotaur Join Date: 2002-11-01 Member: 3132Members
The first assumption about how damage works would be taking the damage, multiplying it by the armor damage absorption, taking this off the armor, then taking the rest off the health. Thus, a level 0 carapace skulk would take 8 level 0 lmg shots and a level 3 carapace skulk would take 10 level 0 lmg shots. But this isn't how it works at all.

In game, the a level 0 skulk takes 9 and a level 3 skulk takes 21 lmg shots. Any ideas of how this actually works?

Comments

  • JA1numJA1num Join Date: 2002-11-06 Member: 7261Members
    that is balanced if the humans have HAs and HMGs
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    The issue isn't balance, its that ingame works differently than the literature says it does, and that is a problem.
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    I really dont have much to back this up, but here is a nice series of guesses which i think will explain it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    The in game description says each level absorbs 20% daamge. So lvl3 carapace would absorb 60% (only 40% done). So for each lmg hit you only take 4 dmg, not 10. A skulk has 70 hp, 70/4 = 17.5= 18shots to kill. Doesnt quite match what you said. Maybe there is a rounding error in the game somewhere or something. Or maybe the 10 armor the skulk already has is having an effect. (say it did, that would mean 70% absorbsion maybe, 3 damage per hit, 70/3=23.333=24 hits)

    Your actual value of 21 is in between the two theortetical ones. *shrug*
  • TerminotaurTerminotaur Join Date: 2002-11-01 Member: 3132Members
    *bump*
    I would seriously like to understand how this system works. Almost everyone is clueless on this. Maybe the results may be slightly skewed due to accidental double bursts, but they are pretty close to what should be expected.
  • TerminotaurTerminotaur Join Date: 2002-11-01 Member: 3132Members
    I think I've figured out how this system works.

    First of all each armor level has a certain absolute damage it absorbs before any other calculations are made. For example, lev 0 armor has 5% absolute damage absorbance, so a 10 dmg lmg shot will become 9.5 dmg for the next calculations.

    To get the amount of damage to armor, you would take the damage after accounting for the prior absorbance, multiply it by the armor absorbance rate, then divide by 2. An lmg vs a lev 0 skulk would end up being: ((10 * .95) * 30%) / 2

    To get the amount of damage to health when there is armor, you would take the damage after accounting for the prior absorbance and then multiply it by the health absorbance rate. An lmg vs a lev 0 skulk would end up being: (10 * .95) * 70%

    To get the amount of damage to health when there is no armor, you would take the damage after accounting for the absorbance rate. An lmg vs a lev 0 skulk would end up being: 10 * .95

    Can anyone confirm this? I'd also really like to know the absolute armor absorbance rates (for lack of a better term) for the other levels of armor. This has some really big consequences on gameplay. A level 0 skulk will only take 10 level 0 lmg shots while a lev 3 skulk will take 20+.
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