ARMOR
Keywords: ARMOR, ABSORB
=== 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 (a flat global bonus).
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.
Related Helpfiles: ATTRIBUTES, DAMAGE, EQUIPMENT
=== END MANUAL ===