Armour and Toughness

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Z4ron
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Joined: Tue May 26, 2015 12:39 am

Tue May 26, 2015 12:43 am

Hi, I was wondering if anyone knew how the armor and toughness stats work together, do they stack? I.e if you have .3 cut resistance and 30% damage reduction does that mean you take 40% damage from a cut attack?

Or is it more like, the multipliers are applied separately, in which case the above case would be 70% * 70% or 49%.

Or is it some entirely different system?

Astral_Punisher
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Joined: Sun Jun 24, 2012 10:17 pm

Fri Jun 05, 2015 1:26 am

Z4ron wrote:Hi, I was wondering if anyone knew how the armor and toughness stats work together, do they stack? I.e if you have .3 cut resistance and 30% damage reduction does that mean you take 40% damage from a cut attack?

Or is it more like, the multipliers are applied separately, in which case the above case would be 70% * 70% or 49%.

Or is it some entirely different system?
I would love to know exactly how this works as well!

I've always just figured that bigger numbers were better, but I never understood *how* they were better.

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Hatsune_Neko
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Fri Jun 05, 2015 5:24 am

last i knew they dont stack. otherwise you might eventually have 100% or more.

basically a blade hits you.
the game checks what you're wearing and what the weapon type that's hitting you and where and your skills.
the game then breaks down the damage done to you piece by piece until nothing else stands in the way of damaging you. you then get the reduce damage to yourself.

Weapon A does 100% damage
First layer of Armour blocks say 50% of that. this new number becomes the new 100% figure the next layer will calculate the damage that gets thru.
Next layer reduces that new 100% by 20%.
the new lowered damage amount is again calculated at 100%, now your skills reduce that down. so whats left is a reduced amount of damage. this is what gets thru the layers and skills.

actually i suck at describing math problems lol.
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Aereto
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Joined: Tue Dec 09, 2014 1:36 am

Sun Jun 07, 2015 3:18 am

Hatsune_Neko wrote:last i knew they dont stack. otherwise you might eventually have 100% or more.

basically a blade hits you.
the game checks what you're wearing and what the weapon type that's hitting you and where and your skills.
the game then breaks down the damage done to you piece by piece until nothing else stands in the way of damaging you. you then get the reduce damage to yourself.

Weapon A does 100% damage
First layer of Armour blocks say 50% of that. this new number becomes the new 100% figure the next layer will calculate the damage that gets thru.
Next layer reduces that new 100% by 20%.
the new lowered damage amount is again calculated at 100%, now your skills reduce that down. so whats left is a reduced amount of damage. this is what gets thru the layers and skills.

actually i suck at describing math problems lol.
While I can't look into the code with sufficient ability, I could formulate possible system on how it works.

a = raw damage variable from an attack when hit.
b = resistance vs that variable type from outer armor (feet/torso)
c = resistance vs that variable type from inner armor (leg/upper body)
bd, cd = damage converted to stun variable type stated armor stat (no damage as stun or blank means that cut resist percentage fully blocks it)

e = damage resistance determined by toughness, unable to tell whether it is accounted first or last

outer or inner only - toughness first
((a * e) - ((a * e) * b))+ (((a * e) * b) * bd) = total damage, cut + stun types

toughness last
((a - (a * b)) * e)+ (((a * b) * bd) *e) = total

both inner and outer - toughness first
((((a * e) - ((a * e) * b)) - (((a * e) - ((a * e) * b)) * c))) + (((((a * e) * b) * bd) + (((a * e) * c) * cd))

toughness last
((((a - (a * b)) - ((a - (a * b)) * c))) * e) + ((((a * b) * bd) * e) + (((a - (a * b)) - ((a - (a * b)) * c) * cd) *e))

I busted my mental formulation doing the last two equations, so I'm expecting busted mistakes here. I have not taken the account of the consideration if blunt resistance intervenes in cut-to-stun damage calculations.
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