ARMOR

Keywords: ARMOR, ABSORB

Category: Combat

=== USER MANUAL === Description: Armor is a percentage-based damage reduction system. Each equipment slot tracks a separate absorption value for each of the 10 damage types. When you are hit, the armor percentage for the struck slot and damage type reduces the incoming damage: damage = damage - (damage * armor%) / 100 An armor value of 50% halves incoming damage of that type. Armor is clamped between 0% and 100%. Armor Calculation: Your effective armor for a hit is determined by: 1. The higher of your natural armor or the armor from the equipment worn on the struck slot. 2. Plus any bonus armor from non-slot sources. 3. Plus extra armor for the struck damage type -- a per-type global bonus that stacks on every slot. In special mission rooms, mission armor is used instead of per-slot equipment armor. Armor Piercing: Some ammunition has an armor-piercing (AP) value that reduces the target's effective armor before damage is calculated. AP cannot reduce armor below 0%. Damage Types: Blunt Slash Impale Ballistic Fire Energy Biologic Explosive Mutilate Mental Viewing Armor: Use the attributes command to see a per-slot breakdown of your armor across all damage types. The Global row at the bottom shows your extra armor for each damage type. Related Helpfiles: ATTRIBUTES, DAMAGE, EQUIPMENT === END MANUAL ===