Armor Explanation

download Armor Explanation

of 3

Transcript of Armor Explanation

  • 8/13/2019 Armor Explanation

    1/3

    Basic versionFirst, I'll explain the way most people view the formula. The DPS formula is:

    DPS = (Damage * Accuracy) / Reloadwhere

    Damage = (( Min damage + max damage ) / 2) * (AP / 100) or min_damage_value(whichever is higher)AP is the armor piercing value against the current target

    The min damage value is the absolute minimum damage the weapon does against anytarget of any armor type. This just makes sure that the weapon is never completelyineffective, just mostly useless. There are several weapons (Harlequin ShriekerCannon, GM Sgt Sword, Kasrkin Sgt Sword) that don't have min damage values, a bugthat will hopefully be fixed at some point.

    Anyways, using the Broadside Rail Gun as an example (nice even numbers).

    It has a min damage of 1500, a max damage of 3000, and a min damage value of 75.Suppose it shoots at an Ork Slugga (armor type of infantry high). It has an AP value of40 against that armor type. So running the numbers we get

    Damage = ((1500 + 3000) / 2 ) * (40 / 100) = 900

    This is greater than the min damage value, so this is the damage value we use. As anexample of how armor piercing (AP) effects the damage values, suppose the AP of theRail Gun against infantry high was 70 instead of 40.

    Damage = ((1500 + 3000) / 2 ) * (70 / 100) = 1575This is 75% more than the normal damage, and 70 is 75% more than 40, so you cansee that damage per hit changes directly with armor piercing.

    Getting DPS at this point is trivial, so moving along.

    Armor valuesThis formula does not take into account armor values of the target. The armour valuewas originally used in DoW classic and WA to allow units of the same armor type to takedifferent amounts of damage from the same weapon. A rather unnecessary layer ofcomplexity in my opinion. There's already 13 armor types, and initial releases of Dowand WA had a 14th that was eventually abandoned, builder and guardsmen typesrespectively, but whatever. Adding the target's armor value into the equation we get:

    Damage = (( Min damage + max damage ) / 2) * (minimum(100 + AP - target's armor,100) / 100) or min_damage_value (whichever is higher)

    Note the minimum() equation. That's the "armor piercing cannot exceed 100" rule,

  • 8/13/2019 Armor Explanation

    2/3

  • 8/13/2019 Armor Explanation

    3/3

    Not too much different than usual, except now the "armor piercing cannot exceed 100"rule becomes "armor piercing cannot exceed 100 - armour_minimum". This very rarelyhas any effect. My initial testing, and I assume Zany Reaper's, were using 100 piercingweapons which led to my misstatement above. The highest armour_minimum value in

    the game is 5, and it's exceedingly rare to see weapons with piercing values muchbeyond 75. Only some of the new T4 ubers have piercing values that get up near 100(or past 100 in a couple bugs), and they're not even against the armor types of the unitsthat HAVE armour_minimum values greater than 0.

    The pointSo what the crap does this all mean? It means you can use the first equation withoutany worries. Armor values are universally 100 in DC, and as we saw that means thearmour value is irrelevant. Some units have armour_minimum values greater than 0(just barely), but I don't think there are any weapons in the game for which that matters