Armor Statistics Question -
McMasters
Join Date: 2002-11-13 Member: 8536Members, Constellation
<div class="IPBDescription">% damage armor actually loses?</div> Okay.
Bob here has 100 health, 50 armor at 50% effectiveness. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Bob takes 20 damage. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
The armor stops 50%, so he only loses 10 health.
<u>How much armor is left?</u>
(the question boils down to whether the armor is just a health battery of sorts, or if it actually absorbs damage)
Bob here has 100 health, 50 armor at 50% effectiveness. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Bob takes 20 damage. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
The armor stops 50%, so he only loses 10 health.
<u>How much armor is left?</u>
(the question boils down to whether the armor is just a health battery of sorts, or if it actually absorbs damage)
Comments
Ever try to search for 'armor'? even 'armor percentage'? Or 'armor percentage lost reduction lamer flamepost'?
15 minutes of clicking, no luck. Figured I would try this. If I can't find it, no one else can - and if they do, they post it here, and it becomes easier to find.
Welcome to the internet - you must be at least this stupid to start flaming.
pretty much a percentage of damage goes to armor, and the rest to health
then the damage done to armor is halved, and armor is reduced
thats the way it works for marines... now if you are a lucky little alien theres a bug... or a hidden secret feature... (i've witnessed it myself in controlled circumstances) or who knows what, but in addition to that, alien default armor negates about 5% of damage before it goes to health or armor. Even better increasing levels of carapace nullify larger percentages of damage, up to about a third or so.
this is why a no carapace skulk dies in 10 lmg rounds, and a lvl 3 carapace dies in 20
this is also why a no carapace fade dies in about 30 lmg rounds, and a lvl 3 carapace fade dies in about 66. (thats right you'll need to hit it with EVERY bullet, then reload)
If a Skulk with 70 hp, 30 armor and 60% absorption (70/30/60%) gets shot by a Pistol (20 damage), the 20 damage gets distributed 12 to Armor and 8 to Health. The 12 damage to armor gets halved to 6, so the Skulk actually takes 14 damage total - 8 to Health and 6 to Armor. When his armor runs out, he should take the full 20 damage, but actually he only takes 14 damage.
*drops HA/HMG/GL/Jets for all*
this is also why a no carapace fade dies in about 30 lmg rounds, and a lvl 3 carapace fade dies in about 66. (thats right you'll need to hit it with EVERY bullet, then reload)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I shot a fade with 2 shotgun shots doing 200 damage each (a server with the damage thing showing) and then a LMG shot him about 5 or 6 times, so how much did that thing have left? because he went on to kill both of us
Fades actually aren't nearly as tough as you'd think. A Heavy Armored marine has 500 to 680 effective HP, dependent on his armor upgrade status. A Fade has only 286 effective HP, which is nearly doubled to 500 HP if he has carapace upgrade. An unupgraded or Regeneration-upgraded Fade will go down in two close-range Shotgun blasts every time. The trick is getting close enough to deliver the damage.
No. You obviously didn't test this then or listen to me. It negates damage constantly no matter your armor at a constant level of negation that increases with each carapace level up to almost a third negation at level 3 (for the lmg at least, the only thing I've tested with really). I'm not exactly sure how the negation works, but it is there no matter what for the aliens, even at level 0.
Due to the armor bug, rather than 500 damage like the fade is supposed to be absorbing, it's more like around 700 damage or so. I can't calculate it exactly since I don't really know how negation works, but 700 total damage absorbed sounds about right.