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protection [2021/09/22 15:25]
joste
protection [2022/04/25 08:48]
nunda linked stacking effects
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 ====== Protection ====== ====== Protection ======
  
-**Protection** is a property of units that reduces damage that they take from most attacks. It is generally provided from either manufactured armor or from natural protection (tough skin, scales, being made of stone, etc.) If a unit has both manufactured armor and natural protection, their values stack with diminishing returns. +**Protection** is a property of units that reduces damage that they take from most attacks. It is generally provided from either manufactured armor or from natural protection (tough skin, scales, being made of stone, etc.) If a unit has both manufactured armor and natural protection, their values [[stacking effects#protection|stack with diminishing returns]].
- +
-Natural and armor protection combine according to the following formula: +
- +
-''total_prot = natural + armor - (natural*armor/40)''+
  
 +Natural protection (NatProt) and armor protection (ArmorProt) combine according to the following formula:
 +<WRAP box round 800px center centeralign>
 +==== Calculating Total Protection ====
 +$\text{Total Protection} = \text{NatProt} + \text{ArmorProt} - \frac{\text{NatProt}\times\text{ArmorProt}}{40}$
 +</WRAP>
 Since manufactured armor provides protection, the increasing technology level in Middle and Late Age means that most national and [[independent]] troops tend toward higher and higher protection values in later ages. Since manufactured armor provides protection, the increasing technology level in Middle and Late Age means that most national and [[independent]] troops tend toward higher and higher protection values in later ages.
  
 Whenever a unit is struck by something that might cause damage, the game calculates the damage dealt as follows: Whenever a unit is struck by something that might cause damage, the game calculates the damage dealt as follows:
- +<WRAP box round 800px center centeralign> 
-''final_damage (attack_damage + DRN- (protection + DRN)'' +==== Calculating Damage ==== 
 +$\text{Final damage} = \text{Damage} \text{DRN- (\text{Total Protection} \text{DRN})$ 
 +</WRAP>
 where a final damage roll of zero or less doesn't do any damage at all.  where a final damage roll of zero or less doesn't do any damage at all. 
  
-Some attacks deal piercing damage; these attacks count only 80% of the target'protection+Some attacks reduce the Protection of the target: 
- +  * //Piercing// damage only counts 80% of the target'Protection when calculating damage
-Some attacks are marked as //armor piercing// (AP); these attacks count only 50% of the target'protection (stacking with piercing damage, if applicable)+  //Armor piercing// (AP)attacks count only 50% of the target'Protection.  
- +  * //Piercing// and //Armor Piercing// damage stack multiplicativelymeaning that only 40% of target's Protection is considered when calculating damage
-Some attacks are marked as //armor negating// (AN); these ignore the target's protection.+  Some attacks are marked as //armor negating// (AN); these ignore the target's protection.
  
 Note that magical attacks are not AN unless specifically noted. Typically fire attacks are AP; typically lightning attacks are AN. Note that magical attacks are not AN unless specifically noted. Typically fire attacks are AP; typically lightning attacks are AN.
 +<WRAP box round 800px center centeralign>
 +==== Calculating Damage with Protection-reducing attacks ====
 +**Piercing:** $\text{Final damage} = \text{Damage} + \text{DRN} - (\text{Total Protection}\times0.8 + \text{DRN})$ \\ \\
 +**AP:** $\text{Final damage} = \text{Damage} + \text{DRN} - (\text{Total Protection}\times0.5 + \text{DRN})$ \\ \\ 
 +**Piercing + AP:** $\text{Final damage} = \text{Damage} + \text{DRN} - (\text{Total Protection}\times0.4 + \text{DRN})$ \\ \\
 +**AN:** $\text{Final damage} = \text{Damage} + \text{DRN} - \text{DRN}$
 +</WRAP>
  
 Protection is tracked separately for the head and body of units. Natural protection protects both locations; manufactured armor counts separately for each. For instance, chain mail protects the body but not the head, and a helmet protects the head but not the body. Protection is tracked separately for the head and body of units. Natural protection protects both locations; manufactured armor counts separately for each. For instance, chain mail protects the body but not the head, and a helmet protects the head but not the body.
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 Shields also have a protection value. If a unit has a shield, any hit to the shield results in the shield's protection value being added (without diminishing returns). In most cases this results in a final protection value high enough to completely negate the damage dealt, but not always. Shields also have a protection value. If a unit has a shield, any hit to the shield results in the shield's protection value being added (without diminishing returns). In most cases this results in a final protection value high enough to completely negate the damage dealt, but not always.
  
-==== Tactics ====+===== Tactics =====
  
 Protection amounts to a flat subtraction from the damage dealt by most attacks. High protection values can thus make a unit nearly immune to weak attacks, requiring a lucky DRN role to overcome; units with low protection values are vulnerable to large numbers of weak attacks, particularly arrows. Protection amounts to a flat subtraction from the damage dealt by most attacks. High protection values can thus make a unit nearly immune to weak attacks, requiring a lucky DRN role to overcome; units with low protection values are vulnerable to large numbers of weak attacks, particularly arrows.
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 Various spells can boost units' protection; others can help you overcome targets with high protection. Various spells can boost units' protection; others can help you overcome targets with high protection.
  
-=== Boosting protection ===+==== Boosting protection ====
  
 The spell ??Legions of Steel?? (Construction 3; Earth 3, 40 fatigue) increases the protection value of the armor worn by a large group of troops by 3. The spell ??Legions of Steel?? (Construction 3; Earth 3, 40 fatigue) increases the protection value of the armor worn by a large group of troops by 3.
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   * ??Ironskin?? (Alteration 3; Earth 1, 20 fatigue) increases natural protection to 20, or by +3 if it is already 18 or higher, but confers shock vulnerability. ??Iron Warriors?? (Alteration 5; Earth 2, 40 fatigue) grants Ironskin to a single square of troops, and ??Army of Gold?? and ??Army of Lead?? (Alteration 9; Earth 5, 300 fatigue, 3 Earth gems) grant it to a whole army. These last are extremely powerful lategame buffs.   * ??Ironskin?? (Alteration 3; Earth 1, 20 fatigue) increases natural protection to 20, or by +3 if it is already 18 or higher, but confers shock vulnerability. ??Iron Warriors?? (Alteration 5; Earth 2, 40 fatigue) grants Ironskin to a single square of troops, and ??Army of Gold?? and ??Army of Lead?? (Alteration 9; Earth 5, 300 fatigue, 3 Earth gems) grant it to a whole army. These last are extremely powerful lategame buffs.
  
-=== Dealing with high protection ===+==== Dealing with high protection ====
  
 One option for dealing with high protection units is to simply hit them harder; many nations have or can summon troops with two-handed weapons who are good at this. Many forged weapons provide very high damage values and/or AP or AN attacks; these can be useful in breaking through exceptionally high protection values on immobile pretender gods and some [[supercombatants]]. The most accessible of these is ??Greatsword of Sharpness??. One option for dealing with high protection units is to simply hit them harder; many nations have or can summon troops with two-handed weapons who are good at this. Many forged weapons provide very high damage values and/or AP or AN attacks; these can be useful in breaking through exceptionally high protection values on immobile pretender gods and some [[supercombatants]]. The most accessible of these is ??Greatsword of Sharpness??.
protection.txt · Last modified: 2022/08/26 20:56 by fenrir