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protection [2020/02/17 19:59] cactusowl created |
protection [2022/08/26 20:56] (current) fenrir [Boosting protection] detailing, specifics, etc. |
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- | **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# | ||
+ | |||
+ | Natural protection (NatProt) and armor protection (ArmorProt) combine according to the following formula: | ||
+ | <WRAP box round 800px center centeralign> | ||
+ | ==== Calculating Total Protection ==== | ||
+ | $\text{Total Protection} = \text{NatProt} + \text{ArmorProt} - \frac{\text{NatProt}\times\text{ArmorProt}}{40}$ | ||
+ | </ | ||
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> | |
- | '' | + | ==== Calculating Damage ==== |
+ | $\text{Final damage} = \text{Damage} | ||
+ | </ | ||
where a final damage roll of zero or less doesn' | where a final damage roll of zero or less doesn' | ||
- | Some attacks | + | Some attacks |
- | + | * // | |
- | Some attacks are marked as //armor piercing// (AP); these attacks count only 50% of the target' | + | |
- | + | * // | |
- | Some attacks are marked as //armor negating// (AN); these ignore the target' | + | |
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: | ||
+ | **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:** $\text{Final damage} = \text{Damage} + \text{DRN} - \text{DRN}$ | ||
+ | </ | ||
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' | Shields also have a protection value. If a unit has a shield, any hit to the shield results in the shield' | ||
- | ==== 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 ??Legions of Steel?? spell ([[Construction]] [[Research|3]], | ||
- | The spell [[Legions of Steel]] (Construction 3; Earth 3, 40 fatigue) increases | + | Several |
- | Several spells increase | + | * **Barkskin** increases Natural Protection to 10, or by +1 if it is already ten or higher, but confers 5 points of Fire Vulnerability. The ?? |
+ | * **Stoneskin** increases Natural Protection to 15, or by +2 if it is already 14 or higher, but confers 5 points | ||
+ | * **Ironskin** increases Natural Protection to 20, or by +3 if it is already 18 or higher, but confers 5 points of Shock Vulnerability. The ?? | ||
- | * [[Barkskin]] (Alteration 1; Nature 1, 5 fatigue) increases natural protection to 10, or by +1 if it is already ten or higher, but confers fire vulnerability. [[Wooden Warriors]] (Alteration 5; Nature 2, 50 fatigue) grants Barkskin to a group of troops, and [[Mass Protection]] (Alteration 7; Nature 3, 100 fatigue, 1 Nature gem) grants it to a whole army. | + | These three effects do not [[stacking-effects|stack]]; only whatever was applied most-recently has an effect. |
- | * [[Stoneskin]] (Alteration 2; Earth 1, 10 fatigue) increases natural protection to 15, or by +2 if it is already 14 or higher, but confers cold vulnerability. [[Marble Warriors]] (Alteration 7; Earth 3, 100 fatigue, 1 Earth gem) grants Stoneskin to a group of troops. | + | |
- | * [[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]]. | + | 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 ?? |
- | The spell [[Strength of Giants]] (Enchantment 3; Earth 3, 40 fatigue) grants +4 strength to a large number of troops, which can make an enormous difference in their ability to crack through well-armored enemies. | + | The spell ??Strength of Giants?? (Enchantment 3; Earth 3, 40 fatigue) grants +4 strength to a large number of troops, which can make an enormous difference in their ability to crack through well-armored enemies. |
- | The spell [[Weapons of Sharpness]] (Construction 7; Earth 5, 20 fatigue) grants a large number of troops armor-piercing attacks. This is extremely effective against well-armored targets. | + | The spell ??Weapons of Sharpness?? (Construction 7; Earth 5, 20 fatigue) grants a large number of troops armor-piercing attacks. This is extremely effective against well-armored targets. |
- | The spell [[Destruction]] (Alteration 4; Earth 3, 40 fatigue) destroys nonmagical armor of a large number of troops. | + | Troops with heavy armor tend to accumulate |
- | Troops with heavy armor tend to accumulate [[fatigue]] in extended engagements, which makes them more vulnerable to [[critical hits]]. Swarming them with summoned skeletons or bugs from [[Swarm]] will eventually fatigue them out. | + | Finally, many spells bypass |
- | Finally, many spells bypass armor partially or totally. Air evocations can do large amounts of AN damage, and Death and Astral spells like [[Shadow Blast]] and [[Soul Slay]] ignore armor but allow for a [[Magic Resistance]] check. | + | |