Star Traders Wiki
(Added parentheses to clarify order of operations.)
Tag: Visual edit
Pcjbot (talk | contribs)
mNo edit summary
Line 7: Line 7:
 
All Weapon attacks in [[Ship Combat]] cause [[Ship Damage Types#Standard_Damage|Standard Damage]]. Any Standard Damage that a ship or small craft suffers is subject to either a damage amplification or a damage reduction, depending on the armor of the target.
 
All Weapon attacks in [[Ship Combat]] cause [[Ship Damage Types#Standard_Damage|Standard Damage]]. Any Standard Damage that a ship or small craft suffers is subject to either a damage amplification or a damage reduction, depending on the armor of the target.
   
: <tt>damage multiplier = 1 - ( (0.06 × ''armor'') ÷ (1 + ( 0.06 × |''armor''|) ) )</tt>.
+
: <code>damage multiplier = 1 - ( (0.06 × ''armor'') ÷ (1 + ( 0.06 × |''armor''|) ) )</code>.
   
 
Note: The absolute value of armor in the denominator is likely used so that negative armor values don't suddenly start adding armor.
 
Note: The absolute value of armor in the denominator is likely used so that negative armor values don't suddenly start adding armor.

Revision as of 17:08, 26 November 2018

Ship Armor

Ship Armor is an attribute shared by ships and small craft. Armor reduces Standard Damage a ship suffers during Ship Combat before that damage is applied to the hull or causes Internal Damage. Higher armor values reduce more damage while negative armor values amplify damage.

Standard Damage Reduction/Amplification

All Weapon attacks in Ship Combat cause Standard Damage. Any Standard Damage that a ship or small craft suffers is subject to either a damage amplification or a damage reduction, depending on the armor of the target.

damage multiplier = 1 - ( (0.06 × armor) ÷ (1 + ( 0.06 × |armor|) ) ).

Note: The absolute value of armor in the denominator is likely used so that negative armor values don't suddenly start adding armor.

Exceptional Armor

The damage reduction from armor will eventually reach 60% with a sufficiently high armor rating (25 points). Beyond here, further armor will not add to damage reduction. Instead it will act as a buffer to guard against talents and effects that reduce armor. Thus, an actual (hidden) armor reduction of 65% would display and act as 60% reduction. If this armor were hit by a talent that reduced its mitigation by 10% the hidden extra 5% above the max of 60% would reduce the debuff. Thus the final armor after the debuff would be 55% damage reduction.

Sources of Armor

A Ship's Armor value is combined from multiple sources. Some armor sources are constant, like the armor that comes from the ship's hull. Some armor bonuses are temporary, like the ones that come from Crew Talents.

Base Armor

Each ship hull has a base armor value that does not change during the game. This property comes directly from the ship's hull and is active at all times.

Component Armor Bonuses

Some ship components have an armor value that applies as long as the component has less than 60% damage.

Combat Armor Bonuses

Some components have the ability to activate a Ship Effect during combat. A component's combat Ship Effect can add Ship Armor.

Buff Armor Bonuses

Some Job Talents can increase a Ship's Armor temporarily.

Debuff Armor Penalties

Some Job Talents can apply a negative debuff to an enemy Ship's Armor temporarily.

Crippling Effect Armor Penalties

The crippling effects of some weapons can temporarily reduce the integrity of the Ship's Armor.