Difference between revisions of "User:Studenterhue/Armor"
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Though there are six body regions (head, torso, arms, legs) that can be targeted, there's really only two for the purposes of armor, "head" and "chest". Thanks to some interesting coder decisions, the game considers attacks aimed at the legs and arms to be attacks aimed at the chest and thus applies the armor values of the chest region. As you might expect, attacks aimed at the head sensibly consider armor of the head region. It's good news for you, because it's less vital parts to worry about. | Though there are six body regions (head, torso, arms, legs) that can be targeted, there's really only two for the purposes of armor, "head" and "chest". Thanks to some interesting coder decisions, the game considers attacks aimed at the legs and arms to be attacks aimed at the chest and thus applies the armor values of the chest region. As you might expect, attacks aimed at the head sensibly consider armor of the head region. It's good news for you, because it's less vital parts to worry about. | ||
Anything in the head, ears, eyes, and mask/mouth slot is considered to be the "head" region, while anything in the (exo)suit, jumpsuit, shoes, gloves, and hand slots are considered part of the "chest" region. | Anything in the head, ears, eyes, and mask/mouth slot is considered to be the "head" region, while anything in the (exo)suit, jumpsuit, shoes, gloves, belt, and hand slots are considered part of the "chest" region. | ||
However, additional armor is not always a good choice. Melee | However, additional armor is not always a good choice. Melee resistance (and by proxy stamina damage reduction) generally doesn't stack or multiply; the game just takes the highest value of all the pieces considered (head and chest regions are calculated separately. So if you, say, get some body armor that grants -5 melee resistance, then find a shield that grants -9 melee resistance, you have -9 melee resistance, not -14. However, this doesn't apply to heat, cold, and viral resistance. They ''do'' stack. | ||
===Melee Resistance=== | ===Melee Resistance=== | ||
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===Explosion Resistance=== | ===Explosion Resistance=== | ||
uh I have no clue how this one works | uh I have no clue how this one works | ||
===Disorient Protection=== | |||
"the disorient protection also reduces stamina damage from those same stun weapons | |||
by a 3/4 proportion of the disorient time reduction" | |||
==Armor Statistics== | ==Armor Statistics== | ||
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| [[Construction#Skull mask|Skull Mask]] | |||
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| [[Clothing#Inquisitor Mask|Inquisitor Mask]] | |||
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| [[Clothing#Hunter Mask|Hunter Mask]] | |||
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| [[Engineering Objects#Aurora Belt|Aurora Belt]] (off) | |||
| <center>[[Image:AuroraBelt.png]]</center> | |||
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| [[Engineering Objects#Aurora Belt|Aurora Belt]] (on) | |||
| <center>[[Image:AuroraBelt.png]]</center> | |||
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Latest revision as of 19:04, 11 December 2020
How Armor Protects You
Though there are six body regions (head, torso, arms, legs) that can be targeted, there's really only two for the purposes of armor, "head" and "chest". Thanks to some interesting coder decisions, the game considers attacks aimed at the legs and arms to be attacks aimed at the chest and thus applies the armor values of the chest region. As you might expect, attacks aimed at the head sensibly consider armor of the head region. It's good news for you, because it's less vital parts to worry about.
Anything in the head, ears, eyes, and mask/mouth slot is considered to be the "head" region, while anything in the (exo)suit, jumpsuit, shoes, gloves, belt, and hand slots are considered part of the "chest" region.
However, additional armor is not always a good choice. Melee resistance (and by proxy stamina damage reduction) generally doesn't stack or multiply; the game just takes the highest value of all the pieces considered (head and chest regions are calculated separately. So if you, say, get some body armor that grants -5 melee resistance, then find a shield that grants -9 melee resistance, you have -9 melee resistance, not -14. However, this doesn't apply to heat, cold, and viral resistance. They do stack.
Melee Resistance
Melee damage is reduced by a simple subtraction:
Melee damage received = Raw melee damage - melee resistance value
This applies to all damage types (e.g. brute, burn), except stamina damage, which is calculated differently.
For example, let's say you're getting whacked in the chest by a fire extinguisher, which has a raw damage value of 10, while wearing an armor vest, which has a melee resistance value of 6. Based on this formula, you'll receive 4 (that's 10-6) damage, which in practical terms is pretty good. If you've 100 HP, that means that with armor, they'll have to land 25 hits to put you into critical condition, compared to 10 without. Easy, no?
Ranged Resistance
Ranged resistance is a bit more complex than melee resistance, though the math is still accessible. The formula is simply:
Ranged damage received = Raw bullet damage / (Ranged resistance value + 1)
This applies regardless of whether the bullet was kinetic or energy-based and regardless of the damage type inflicted by the bullet, with one major exception: stamina drain follows a different formula that's dependent on proportion of damage reduced.
For example, suppose someone is shooting at your chest with an energy gun on lethal, which does 45 damage, while wearing an armor vest, whose ranged resistance is 1. You receive 45/(1+1) = 22.5 damage, meaning the armor essentially halved the damage.
In practical terms, this means ranged protection is actually percentage-based, but because of the equation used, it's not a linear, one to one relationship. There's some diminishing returns involved; the first bit of ranged protection reduces damage by a lot, but every additional bit offers less and less protection. Plug in some values yourself, and you'll see it:
- 0.5 → Formula simplifies to Raw damage/1.5 → 33% of damage blocked
- 1.0 → Formula is Raw damage/2 → 50% of damage blocked.
- 1.5 → Formula is Raw damage/2.5 → 60% of damage blocked.
- 2.0 → Formula is Raw damage/3 → 66% of damage blocked.
Stamina Damage Reduction
Armor also reduces the amount of stamina drained in an attack, based on the proportion of damage blocked to damage of the attack. For example, if an attack does 10 brute damage and 40 stamina damage, and your armor blocks 5 brute damage, then your armor also reduces the associated stamina damage by 50%. Thus the attack drains only 20 stamina.
Heat Resistance
definitely reduces damage to due fires--maybe phasers, lasers, and other things that do burn too
Cold Resistance
talk about 100% resistance granting immunity to space temperature still changes I think, so you might still benefit from cryoxadone maybe reduces damage due to freezeburning yourself?
Viral Resistance
mostly used for determined whether you'll get infected with a pathogen or virus
Radiation Resistane
basically more radiation resistance reduces amount of tox damage radiation does per second and change of mutation. have no formula for this
Explosion Resistance
uh I have no clue how this one works
Disorient Protection
"the disorient protection also reduces stamina damage from those same stun weapons
by a 3/4 proportion of the disorient time reduction"
Armor Statistics
Head Slot
Exosuit Slot
Name | Image | Melee Resistance |
Ranged Resistance (% of damage blocked) |
Heat Resistance |
Cold Resistance |
Radiation Resistance |
Viral Resistance |
Explosion Resistance |
---|---|---|---|---|---|---|---|---|
Armor Vest | 6 | 1 (50%) | 5% | 10% | ||||
Ancient Armor | 6 | 1 (50%) | 80% | 80% | ||||
Apiculturist's Suit | 2 | 0.5 (33%) | 15% | 15% | 50% | |||
Firesuit | 3 | 0.5 (33.3%) | 50% | 20% | ||||
Armored Firesuit | 6 | 1.5 (60%) | 50% | 20% | ||||
Paramedic Suit | 3 | 0.9 (47.37%) | 25% | 25% | 50% | |||
Armored Paramedic Suit | 5 | 1.9 (65.5%) | 25% | 25% | 50% | |||
Bathrobe | 2 | 25% | ||||||
Bomb Disposal Suit | 9 | 2 (66%) | 5% | 10% | ||||
Captain's Armor | 7 | 1.5 (60%) | 10% | 5% | ||||
Chef's Coat | 2 | 10% | 5% | |||||
Class II Radiation Suit | 3 | 0.5 (33.3%) | 15% | 15% | 50% | |||
Command Winter Coat | 2 | 5% | 35% | |||||
Commander's Great Coat | 8 | 3 (75%) | 20% | 50% | 50% | 3 | ||
Engineering Space Suit | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
FB-8 Environment Suit | 3 | 0.5 (33.3%) | 95% | 30% | 50% | |||
Head of Personnel's Naval Coat | 6 | 1.5 (60%) | 5% | 10% | ||||
Cardboard Box | 1 | 33% | 33% | |||||
Heavy Armor | 12 | 3 (75%) | 5% | 10% | ||||
Heavy Firesuit | 4 | 0.8 (44.4%) | 65% | 5% | ||||
Hoodie | 2 | 5% | 25% | |||||
Head of Security's Cape | 7 | 1.5 (60%) | 5% | 10% | ||||
HoS Jacket | 3 | 0.7 (41.2%) | 5% | 5% | ||||
Industrial Space Armor | 2 | 0.5 (33.3%) | 25% | 75% | 50% | 50% | 3 | |
Industrial Diving Suit | 2 | 0.5 (33.3%) | 25% | 75% | 50% | 50% | 3 | |
Labcoats, all | 2 | 15% | 15% | |||||
Logo Jackets, most | 2 | 5% | 20% | |||||
Logo Jacket, GTM | 2 | 5% | 25% | |||||
Long Sleeved Shirt | 2 | 5% | 15% | |||||
Long Sleeved Logo Shirts, all | 2 | 5% | 15% | |||||
Museum of Lunar History T-Shirt | 2 | 5% | 5% | |||||
NT-SO Combat Dress | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
NT-SO Heavy Operative Combat Armor | 9 | 2 (66.6%) | 25% | 75% | 50% | 50% | 3 | |
NT-SO Armor | 8 | 1.5 (60%) | 5% | 10% | ||||
Overcoat and Scarf | 2 | 5% | 5% | |||||
Johnny~~ | 2 | 5% | 5% | |||||
Plastic Jacket | 2 | 5% | 10% | |||||
Research Winter Coat | 2 | 5% | 35% | |||||
Scarf | 2 | 5% | 10% | |||||
Sneaking Suit | 6 | 1.0 (50%) | 5% | 10% | ||||
Snow Suit | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Snow Suit | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Space-American Football Pads | 8 | 1.5 (60%) | 5% | 10% | ||||
Specialist Operative Combat Dress | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Specialist Operative Espionage Suit | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Specialist Operative Medic Uniform | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Specialist Operative Engineering Uniform | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Specialist Operative Marksman Suit | 3 | 0.5 (33.3%) | 20% | 50% | 50% | |||
Specialist Operative Firesuit | 3 | 0.5 (33.3%) | 100% | 50% | 50% | |||
Specialist Heavy Operative Combat Armor | 9 | 2 (66.6%) | 25% | 75% | 50% | 50% | 3 | |
Coat | 2 | 0.5 (3.3) | 5% | 5% | ||||
Wizard Robe (all) | 2 | 30% | 90% | |||||
Absurdly Stylish Cape | 2 | 5% | 5% | |||||
Suicide Bomb Vest | 6 | 1.0 (50%) | 5% | 10% | ||||
SUV Suit | 4 | 2.0 (66.6%) | 20% | 50% | 50% | 50% | ||
Waistcoat | 2 | 10% | 10% | |||||
Worn Jacket/Faded Trenchcoat | 2 | 0.5 (33.3%) | 5% | 5% |
Other Slots
Name | Image | Melee Resistance |
Ranged Resistance (% of damage blocked) |
Heat Resistance |
Cold Resistance |
Radiation Resistance |
Viral Resistance |
Explosion Resistance |
---|---|---|---|---|---|---|---|---|
Most jumpsuits | 1 | 5% | 5% | |||||
Balaclava | 2 | 5% | 5% | |||||
Barrier, deployed | 9 | 1.5 (60%) | ||||||
Breath Mask | 2 | 5% | 5% | |||||
Cleaning Gloves | 5% | 3% | ||||||
Cleats | 5% | 5% | ||||||
Fingerless Gloves | 3% | 3% | 10% | |||||
Flimsy George Melons Mask | 2 | 5% | 5% | |||||
Galoshes | 5% | 5% | ||||||
Gas Mask | 2 | 7% | 7% | |||||
Gold Ring | 3% | 3% | 10% | |||||
Ring | 3% | 3% | 10% | |||||
Titanium Ring | 3% | 3% | 10% | |||||
Mechanized/Mechanised Boots | 5% | 5% | ||||||
Mechanized/Mechanised Diving Boots | 5% | 5% | ||||||
Military Boots | 1 | 10% | 10% | |||||
Sacred Sandals | 5% | 5% | ||||||
Viking Hauberk | 1 | 5% | 40% | |||||
Wrestling Boots | 5% | 5% | ||||||
Yeti-Fur Earmuffs | 80% | |||||||
Moeblob Mask | 2 | 5% | 5% | |||||
Clown mask and wig | 2 | 5% | 5% | |||||
Horse Mask | 2 | 5% | 5% | |||||
Wrestling Mask | 2 | 5% | 5% | |||||
Fake Moustache | 3 | 5% | 10% | |||||
Skull Mask | 2 | 5% | 5% | |||||
Batmask And Batcape | 2 | 5% | 5% | |||||
Mime Mask | 2 | 5% | 5% | |||||
Inquisitor Mask | 2 | 7% | 7% |
| ||||
Hunter Mask | 2 | 5% | 5% | |||||
Aurora Belt (off) | TBA | TBA | TBA | |||||
Aurora Belt (on) | TBA | TBA | TBA |