Does anybody know the algorithm/equation used in machines for damage reduction based on unit armor?
Damage Reduction of Armor?
Posts 9 | Views 3645
Time for me to shine. I'll get back to you in a few min
It's 1 per hit as long as the unit/building has Armor. When the Damage depletes the armor all damage goes straight to HP. I tested the weapons of:
And I tested on:
So the algorithm is pretty darn easy.
Due to this rapid fire is insanely damaging as it rips through armor, because hits always cause 1 damage,
Jep, Doesn't matter if it's a scout or a twin mounted Goliath.
Scout does (In my version of the game at least) 20 damage (normally it's 4 or something) and a Goliath does 2x80.
Against a 2000 Armor and 1000 HP Pod this means 1980 Armor / 999 HP (That's 21DAM total) for the Scout and 1840 / 998 HP(162DAM Total) for the Goliath.
Once the Armor is down to say, 100 Armor, 980 HP, then it goes like 80 / 979 for the scout(21DAM Total) and 0 / 920 for the Goliath. (160DAM Total)
But in all honesty, I think we can think of something better. lol
Once the Armor is down to say, 100 Armor, 980 HP, then it goes like 80 / 979 for the scout(21DAM Total) and 0 / 960 for the Goliath. (160DAM Total)
The goliath does 160 damage, but the armor goes down 100 and the hp goes down 20. That leaves 40 damage disappearing. Did you mess up math, or am I missing something?
Also, if there is still armor left over (say it goes from 200 to 40) does the goliath deal 1 or 2 HP damage? It is two missiles, after all.