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Author Topic: Armor?  (Read 1772 times)

someone12345

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Armor?
« on: November 11, 2015, 08:16:28 pm »

How exactly does armor reduce damage? Is it a flat reduction, percentage reduction, chance to avoid all damage, or some combination of the above? Thanks.
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Purple Gorilla

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Re: Armor?
« Reply #1 on: November 13, 2015, 02:57:31 pm »

Short answer : pecentual reduction (or exponential reduction depending on skill)

Long anwser :
First, you must know, how skill rolls work. First, a raw value is computed:
* stat roll : the stat
* skill roll : take half the asociated stat, cap it at skill+3, then add the skill.

Now, you get a 6 sided dice for every three points, and for the remainder a 3 sided or 5 sided dice. All theese dices are wolled, and the 3 best roll are added to a number between 1 and 18

There is further another roll, the damage roll, this is a flat number plus a random number, both defined in the XML of the weapon.

Now, how it works :
* Make the attack roll, of the weapon skill, and the defense roll of the dodge skill
* reduce them if the user is badly wounded or crippled
* get the flat to-hit bonus of the weapon
* if attack+bonus > defense, the shot hits, get the damage of the weapon
* The bodypart is computed. Depending on attack-defense, the probability is affected. Backstabbing gives a bonus here
* For full-automatic weapon, each shot further gets a to-hit penalty. When multiple shots hit, the damage is stacked. If it hits multiple times, a crtitical hit bonus may be aplied. Backstabbing gives 100 bonus here.
* the variable mod is computed : attack+bonus-defense-healthroll. If it is below 0, it is set to 0. Melee attacks give a bonus from strength here.
* Now, the function damagemod is called with mod and damage
** The armour value is computed this depends on armour-type and bodypart. (Police bodyarmour, for example 7 for mody, 0 for other bodyparts) 
** The quality of the armour is subracted from it, and if it is damaged, it is further reduced by 1
** if armour is below 0 it is now set to 0
** The variable mod2 id computed by : armour+random(armour+1)-armour_penetration
** If this is above 0, it is subtracted twice from mod (armour_penetration is effective against good armour but doesn't further increase damage)
** mod can now be negative or positive depending on armour and roll
** mod is capped between -8 and +10
** If mod is positive, damage is increased by 20% for each point of mod
** If mod is negative, damage is cut a half for each point of mod

** If the damage is fire damage, and the defender wears bunker gear, the damage is quartered
* If the car in a chase is hit damage is reduced to 0
* The wound is set on the target (this may or may not cause bleeding)
* If the damage is above a certain value, the bodypart is blowen off
* If the damage hits a limb, it is reduced to a nonlethal amount (the limb may still be gone).
* Now, the damage is subtracted from the defenders hitpoints
* If the damage is high, has a certain damage type, there is a random chance, that a special wound (loosing an eye, or rupturing the spleen...) is set. Then, the  hitpoints are set to a maximum value for that wound

Everybody has 100 hitpoints. If somebody has bleeding wounds, the hitpoints are further reduced, by 1 point per bleeding bodypart, and an amount for special wounds.

Tanks get a special handling. They get 15 armour for every bodypart (10 if the damage is fire), and do 5000+random(5000) damage. Some monsters get special attacks, that are persistant, so evern if a recruited Flaming Rabbit becomes a Genetic Monster, it keeps its fire attack.

someone12345

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Re: Armor?
« Reply #2 on: November 14, 2015, 05:41:43 pm »

So what does the health stat do, if everyone has 100 hp?
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Purple Gorilla

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Re: Armor?
« Reply #3 on: November 15, 2015, 07:20:34 am »

* the variable mod is computed : attack+bonus-defense-healthroll. If it is below 0, it is set to 0. Melee attacks give a bonus from strength here.

Health is reducing the attack roll, too. The difference between health and armour is, that health always reduces positive attack rolls, but never below zero, while armour can reduce the roll below zero, but is reduced by armour penetration, and covers only some bodyparts.

In first person shooters, hitpoints are often called health, but in LCS health is more like constitution in roguelikes. There is however a chance, that health is reduced permanently, by special wounds (even if they are healed), geting beaten up during interrogation, and by aging.