How does the armour stat effect the way units take damage? Along with how does the weapon's armour piercing effect that?
Question on how stats work.
#2
Posted 28 August 2017 - 10:34 AM
Here is a very complete description
http://www.rakrent.c.../html/dow03.htm
Base damage per second (Base DPS) is
DPS = Damage * Accuracy / reload time
Damage is a random number between an interval of the minimum and maximum.
Accuracy is a reducing factor about the hit or miss efficiency which depends on the weapon and if the unit is either in motion or static.
The armor piercing is the behaviour of any weapon on the fourteen armor types (inf_med, inf_high, etc) as another reduction factor but this one depends on the target.
Actual damage per second is
Actual DPS = Damage * Armor piercing * Accuracy / reload time
Edited by Roderick, 28 August 2017 - 11:03 AM.
#4
Posted 28 August 2017 - 10:57 AM
Good call, the armor and armor minimum are found in the target entity, not in the weapon. I think it affects the raw Damage before its modified by the armor piercing of the weapon and the accuracy of the unit.
Final Damage Multiplier = min( (100 - armour + armour_piercing_value) , (100 - armour_minimum) ) / 100
http://svk.angryzero.com/dow/armor.php
There say that armor = 100 and armor minimum = 0 (or 5) for high armored units are the most common parameters.
Edited by Roderick, 28 August 2017 - 11:02 AM.
#6
Posted 28 August 2017 - 11:19 AM
Ok looking more thoroughly at both formulas I think the second modifies and expands the former
Damage modified by the armor factor is like this:
raw Damage value * armour factor, which is either
a) raw Damage value * (100 - target armor content + weapon_armour_piercing(%) )/100
or
b) raw Damage value * (100 - armor minimum)/100
the minimum of the two possibilities is taken as the reduction factor on the Damage value
In case of the default parameters target armor content = 100 and armor minimum = 0, the first possibility is
armor factor = (100 - 100 + weapon_armor piercing(%))/100 = weapon_armor_piercing,
and the second is
armor factor = (100 - 0)/100 = 1
And the formula is expressed as
Modified damage = raw damage * min { weapon_armor_piercing, 1},
given that weapon_armor_piercing <=1, it is simplified as
Modified damage = raw damage * weapon_armor_piercing
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