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Author Topic: The Armor dilemma  (Read 1605 times)

dmaiski

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The Armor dilemma
« on: November 09, 2013, 07:24:23 AM »



i have been fiddling around with armor, this is what i discovered:

an explenation of picture above(in order left to right):
150: the real number of armor cells that ship has
using
Code: java
int maxX = armorgrid.getLeftOf()+armorgrid.getRightOf();
                int maxY = armorgrid.getAbove()+armorgrid.getBelow();
                int counter = 0;
                for (int X=0; X<maxX; X++)
                {
                    for (int Y=0; Y<maxY; Y++)
                    {
                        counter++;}}

14.999... the number of armor cells that ship has acording to (constant)
armorgrid.getArmorRating()/armorgrid.getMaxArmorInCell();

750 armorgrid.getArmorRating()
7500 sum of the armor each cell has
50 armorgrid.getMaxArmorInCell()  this is a real value(oddly enough) and shows the max armor a single cell can have (150 cells)
corresponds to damage the cells can take

these values change between ships (above are apogee specific)


oddesy


paragon


sunderer


what known:
armorrating/15= MaxCell
each cell has MaxCell HP
1 cell hp can absorb 1 damage


can someone explain why this is so?
it makes sense not!

the paragon has 18x its armor rating in armor        capital
the odesy has only 11x its armor rating                cruiser
apoge 10x                                                       cruiser
sunderer 10x                                                   destroyer

what kind of relation dose armor rating have to actual armor

what dose cell number have to do with ect

what is the point ofarmor rating anyways, it seems to have no actual relation to armor
« Last Edit: November 09, 2013, 08:00:47 AM by dmaiski »
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Okim

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Re: The Armor dilemma
« Reply #1 on: November 11, 2013, 10:20:36 PM »

If i get everything right - armour rating is the opposite of what you set in settings.json: "maxArmorDamageReduction":0.85. It is the percentage of damage per hit that is ignored by armour.

Number of cells depend on the size of the ship`s sprite. The larger the ship - the more cells it gets. So a very tiny, but heavily armoured ship will get few cells, but they will be extremely durable. Armour set in shiphulls.cvs/number_of_cells*10 = HP per cell (not armourrating/15, btw).

Alex

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Re: The Armor dilemma
« Reply #2 on: November 12, 2013, 12:23:35 PM »

I think this has been discussed before, somewhere, but basically:

The actual armor rating that determines the damage reduction for a hit is based on the weighted sum of the armor in cells around the point of impact. For an undamaged ship, this sum is equal to the armor rating in ship_data.csv.

1 - hit strength / (actual armor rating + hit strength), capped by maxArmorDamageReduction.

So if the armor rating is 100, and the damage dealt by a single hit is 100, it'll be reduced by 50%. The 50 damage actually dealt will be distributed among the nearby armor cells (again, weighted by proximity to the point of impact), and for any cells that are reduced to 0, the damage will be applied to the hull instead.
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dmaiski

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Re: The Armor dilemma
« Reply #3 on: November 12, 2013, 12:40:26 PM »

cool thanks alex :D
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