Difference between revisions of "AI War:Armor"
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+ | <br/> | ||
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<br/> | <br/> | ||
There is a minimum cap of 20% that damage will not be reduced below, so a 1000 damage shot will always do at least 200 damage, regardless of the armor of the target struck.<br/> | There is a minimum cap of 20% that damage will not be reduced below, so a 1000 damage shot will always do at least 200 damage, regardless of the armor of the target struck.<br/> | ||
− | There are also a few ships in the game, | + | There are also a few ships in the game, notably the [[Spire Armor Rotter]] that can temporarily reduce the armor of targets it strikes.<br/> |
Armor Damage is cumulative so any ship in the game can be reduced to having no armor under the right circumstances. | Armor Damage is cumulative so any ship in the game can be reduced to having no armor under the right circumstances. | ||
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Damage in AI War is not random and so the damage calculation is very straight forward and goes as follows:<br/> | Damage in AI War is not random and so the damage calculation is very straight forward and goes as follows:<br/> | ||
<br/> | <br/> | ||
− | (Attack of Attacking Ship) x (Attack Power Boosts) x (Attack Multiplier) - (Targets Armor) but to never be less then (Attack of | + | (Attack of Attacking Ship) x (Attack Power Boosts) x (Attack Multiplier) - (Targets Armor) x (Armor Boosts) but to never be less then (Attack of Attacking Ship) x 0.2<br/> |
<br/> | <br/> | ||
{| | {| | ||
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| valign="top" | <b>Attack Power Boosts:</b> || The Attack Power Boost from other units with the "Attack Boost For Allied Ships" [[Ability]].<br/>If a ship is currently having it's attack boosted, it will show in the ship description box on the first line next to the ships name in yellow text as "Attack Power Boost: 20%" | | valign="top" | <b>Attack Power Boosts:</b> || The Attack Power Boost from other units with the "Attack Boost For Allied Ships" [[Ability]].<br/>If a ship is currently having it's attack boosted, it will show in the ship description box on the first line next to the ships name in yellow text as "Attack Power Boost: 20%" | ||
+ | |- | ||
+ | | valign="top" | <b>Attack Multiplier:</b> || The [[Attack Multipliers|Attack Multiplier]] is the attacking ships bonus against the hull type of the ship it is firing at. | ||
+ | |- | ||
+ | | valign="top" | <b>Targets Armor:</b> || The Armor of the target ship. Found in the ship description box as "Armor: 500" | ||
+ | |- | ||
+ | | valign="top" | <b>Armor Boosts:</b> || Any boosts to the targets armor, such as from the [[Armor Booster]]. | ||
+ | |} | ||
+ | <br/> | ||
+ | <b>Example 1:</b> [[Missile Frigate|Missile Frigate Mk I]] firing on a [[Bomber|Bomber Mk I]] with no attack boosts.<br/> | ||
+ | The [[Missile Frigate]] does 9,600 damage and the [[Bomber]] has 1,200 armor so the shot does 9,600 - 1,200 = 8,400 damage.<br/> | ||
+ | <br/> | ||
+ | <b>Example 2:</b> [[Bomber|Bomber Mk I]] firing on a [[Missile Frigate|Missile Frigate Mk I]] in a system with a [[Command Station|Military Command Station Mk I]] it the bomber has a 20% attack boost.<br/> | ||
+ | The [[Bomber]] does 9,600 damage and the [[Missile Frigate]] has 300, however the [[Bomber]] has a 20% attack boost from the [[Command Station|Military Command Station]] and 6x [[Attack Multipliers|Attack Multiplier]] against the Artillery hull type of the [[Missile Frigate]].<br/> | ||
+ | Therefore the [[Bomber]] does 9,600 (Attack Power) x 1.2 (Attack Boost) x 6 (Attack Multiplier) - 300 (Frigate Armor) = 68,820 damage.<br/> | ||
+ | <br/> | ||
+ | <b>Example 3:</b> [[Missile Frigate|Missile Frigate Mk I]] firing on an [[Armored Golem]] with no attack boosts.<br/> | ||
+ | The [[Missile Frigate]] does 9,600 damage and the [[Armored Golem]] has 100,000 armor. This is high enough armor that the shot runs into the 20% minimum damage threshold so the [[Missile Frigate]] does 9,600 x 0.2 = 1,920 damage.<br/> | ||
+ | <br/> | ||
+ | |||
+ | == Mark Levels == | ||
+ | Due to the fact that armor increases linearly with Mark level increase, how damage is affected by Mark levels is non-intuitive.<br/> | ||
+ | <br/> | ||
+ | For an example we will use the [[Raptor]] and the [[Space Tank]].<br/> | ||
+ | At Mark I the [[Raptor]] attacks at 4,000 against the [[Space Tank]]s armor of 1,500 for 2,500 damage, or 62.5%.<br/> | ||
+ | At Mark III the [[Raptor]] attacks at 12,000 against the [[Space Tank]]s armor of 4,500 for 7,500 damage, or 62.5%.<br/> | ||
+ | As the relative Mark levels are the same, the percentage of damage done stays the same, however this is not true for different Mark levels.<br/> | ||
+ | A Mark I [[Raptor]] attcking at 4,000 against a Mark III [[Space Tank]] with 4,500 armor has just hit the 20% damage threshold and so only does 800 damage, 42.5% percent less then at equal Marks.<br/> | ||
+ | A Mark III [[Raptor]] attaking at 12,000 against a Mark I [[Space Tank]] with 1,500 armor does 10,500 damage, or 87.5% damage for 25% more damage then when at equal marks.<br/> | ||
+ | <br/> | ||
+ | This decreasing percentage of damage done is one of the major reasons that higher Mark level ships are so much more effective then their statistics increase would indicate at first glance.<br/> | ||
+ | Many of the ships in the game have enough armor that a single Mark level difference blocks an additional 20-30% damage and a difference of two Mark levels is enough armor to force the attack to hit the 20% damage threshold. | ||
− | |||
− | |||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 11:20, 25 April 2012
This page is up to date for game version 5.033 and should still be correct. |
Contents
Armor
Damage and Armor in AI War is given directly in numbers, so the armor value is simply subtracted from the attack damage.
So a shot with 1000 damage that hits a target with 500 armor would deal 500 damage.
There is a minimum cap of 20% that damage will not be reduced below, so a 1000 damage shot will always do at least 200 damage, regardless of the armor of the target struck.
There are also a few ships in the game, notably the Spire Armor Rotter that can temporarily reduce the armor of targets it strikes.
Armor Damage is cumulative so any ship in the game can be reduced to having no armor under the right circumstances.
Damage Calculation
Damage in AI War is not random and so the damage calculation is very straight forward and goes as follows:
(Attack of Attacking Ship) x (Attack Power Boosts) x (Attack Multiplier) - (Targets Armor) x (Armor Boosts) but to never be less then (Attack of Attacking Ship) x 0.2
Attack of Attacking Ship: | The Attack Power of the attacking ship. This is found in the ship description box as "Attack: 1000" |
Attack Power Boosts: | The Attack Power Boost from other units with the "Attack Boost For Allied Ships" Ability. If a ship is currently having it's attack boosted, it will show in the ship description box on the first line next to the ships name in yellow text as "Attack Power Boost: 20%" |
Attack Multiplier: | The Attack Multiplier is the attacking ships bonus against the hull type of the ship it is firing at. |
Targets Armor: | The Armor of the target ship. Found in the ship description box as "Armor: 500" |
Armor Boosts: | Any boosts to the targets armor, such as from the Armor Booster. |
Example 1: Missile Frigate Mk I firing on a Bomber Mk I with no attack boosts.
The Missile Frigate does 9,600 damage and the Bomber has 1,200 armor so the shot does 9,600 - 1,200 = 8,400 damage.
Example 2: Bomber Mk I firing on a Missile Frigate Mk I in a system with a Military Command Station Mk I it the bomber has a 20% attack boost.
The Bomber does 9,600 damage and the Missile Frigate has 300, however the Bomber has a 20% attack boost from the Military Command Station and 6x Attack Multiplier against the Artillery hull type of the Missile Frigate.
Therefore the Bomber does 9,600 (Attack Power) x 1.2 (Attack Boost) x 6 (Attack Multiplier) - 300 (Frigate Armor) = 68,820 damage.
Example 3: Missile Frigate Mk I firing on an Armored Golem with no attack boosts.
The Missile Frigate does 9,600 damage and the Armored Golem has 100,000 armor. This is high enough armor that the shot runs into the 20% minimum damage threshold so the Missile Frigate does 9,600 x 0.2 = 1,920 damage.
Mark Levels
Due to the fact that armor increases linearly with Mark level increase, how damage is affected by Mark levels is non-intuitive.
For an example we will use the Raptor and the Space Tank.
At Mark I the Raptor attacks at 4,000 against the Space Tanks armor of 1,500 for 2,500 damage, or 62.5%.
At Mark III the Raptor attacks at 12,000 against the Space Tanks armor of 4,500 for 7,500 damage, or 62.5%.
As the relative Mark levels are the same, the percentage of damage done stays the same, however this is not true for different Mark levels.
A Mark I Raptor attcking at 4,000 against a Mark III Space Tank with 4,500 armor has just hit the 20% damage threshold and so only does 800 damage, 42.5% percent less then at equal Marks.
A Mark III Raptor attaking at 12,000 against a Mark I Space Tank with 1,500 armor does 10,500 damage, or 87.5% damage for 25% more damage then when at equal marks.
This decreasing percentage of damage done is one of the major reasons that higher Mark level ships are so much more effective then their statistics increase would indicate at first glance.
Many of the ships in the game have enough armor that a single Mark level difference blocks an additional 20-30% damage and a difference of two Mark levels is enough armor to force the attack to hit the 20% damage threshold.