Difference between revisions of "Armor"

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== Armor Stats ==
 
== Armor Stats ==
There are 4 types of armor ratings.
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There are several types of armor ratings;
{| style="wikitable"
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{| {{STDT| c_08 text-center}}
|-  
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! Name !! Label !! Description
| style="width: 8em;" | Armor - Blunt || protects against blunt trauma such those from blunt melee weapons or explosions.
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|- style="text-align:left;"
|-
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! [[Injury#Blunt|Blunt]]
| Armor - Electric || protects against EMP damage. As of Alpha 16 this is obsolete as EMP weapons don't deal physical damage.
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| Armor - Blunt || Protection against blunt damage like club attacks, rock falls, and explosions.
|-
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|- style="text-align:left;"
| Armor - Heat || protects against temperature-related damage, mostly burns. Good against incendiary weapons.
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! [[Injury#Piercing|Piercing]]
|-
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| Armor - Piercing || Protection against piercing damage like bullets, knife stabs, and animal bites.
| Armor - Sharp || protects against sharp damage. This covers a wide variety of damage, from sharp melee weapons, to gunshots, to animal bites.
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|- style="text-align:left;"
 +
! [[Injury#Heat|Heat]]
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| Armor - Heat || Protection against temperature-related damage like burns.
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|- style="text-align:left;"
 +
! [[Injury#Electric|Electric]]
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| Armor - Electric || Protection against electric damage like EMP pulses.
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|- style="text-align:left;"
 +
! [[Injury#Toxic|Toxic]]
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| Armor - Toxic || Protection against toxic damage.
 
|}
 
|}
  
Each point of armor from 1 - 50% reduces damage by 1%. <br>
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Prior to 1.0;
Each point of armor between 51 - 100% provides a 1% chance to not take damage. <br>
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*Each point of armor from 1 - 50% reduces damage by 1%. <br>
Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.<br>
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*Each point of armor between 51 - 100% provides a 1% chance to not take damage. <br>
 +
*Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.<br>
 +
*Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor).
  
Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor).
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After 1.0:
 +
*Each point of armor gives a chance to negate damage completely.
  
 
Armor is calculated separately for each piece of armor/ apparel worn.
 
Armor is calculated separately for each piece of armor/ apparel worn.
  
 
== Durability ==
 
== Durability ==
Armor takes damage when it gets hit and successfully blocks damage for the wearer.
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Armor takes damage when it gets hit and successfully blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so good quality armor last about the same time as low quality armor.
 
 
In Alpha 17 armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This makes good quality armor last about the same time as low quality armor.
 
  
 
== Clothing Layers ==
 
== Clothing Layers ==

Revision as of 02:11, 18 June 2018

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility


Armor is a type of gear that offers superior protection to clothing, and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.61 cells per second (c/s).

If left exposed with no roof, armor will deteriorate until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.

A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought, and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.

Aside from the percent decreases to certain kinds of damage that armor confers, a colonist wearing armor has a passive chance of outright avoiding all damage from some attacks, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike.. This will be represented by a "chunk" sound and a spark, akin to a colonist with the mining job striking a rock wall. The chance of this happening depends on the armor rating of each piece of armor.

In addition, heavily armored enemies (especially Centipedes) have this same chance of simply ignoring damage, so it is advised to bring your heaviest weapons to bear against these deadly foes.

The Overview screen has an Outfits tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.

The Gear tab shows aggregate stats about armor once worn, including total protection and mass. It does not properly show armor rating above 100%, despite their existence.

Like all apparel, armor sells at 70% market price.

Armor Stats

There are several types of armor ratings;

Name Label Description
Blunt Armor - Blunt Protection against blunt damage like club attacks, rock falls, and explosions.
Piercing Armor - Piercing Protection against piercing damage like bullets, knife stabs, and animal bites.
Heat Armor - Heat Protection against temperature-related damage like burns.
Electric Armor - Electric Protection against electric damage like EMP pulses.
Toxic Armor - Toxic Protection against toxic damage.

Prior to 1.0;

  • Each point of armor from 1 - 50% reduces damage by 1%.
  • Each point of armor between 51 - 100% provides a 1% chance to not take damage.
  • Each point of armor beyond 100% reduces damage by 0.25% and gives a 0.25% chance to not take damage.
  • Total protection is capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor).

After 1.0:

  • Each point of armor gives a chance to negate damage completely.

Armor is calculated separately for each piece of armor/ apparel worn.

Durability

Armor takes damage when it gets hit and successfully blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so good quality armor last about the same time as low quality armor.

Clothing Layers

Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies.

Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.

Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.

The layers, from innermost to outermost, are:

  • Skin: The closest layer to the body, and mostly used for apparel below the head.
  • Middle: The second closest layer to the body, and mostly used for apparel below the head.
  • Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
  • Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
  • Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
  • Eyes: The outermost layer. A distinct layer only used for the blindfoldContent added by the Ideology DLC to allow it to be worn alongside headwear.

Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • Examples

    • You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
    • You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
    • You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.

    Middle Layer

    ArmorVest.png

    Armor vest

    A vest with armor plates inserted on the chest and back. While quite effective at deflecting gunshots and stabbing attacks against the chest, it does nothing to protect the limbs.

    A basic plate, strapped to a colonist's or raider's chest to protect their torso from gunshots and some other injuries.

    Middle and Shell Layers

    Power armor

    Durable but heavy armor. Not advised for 24/7 wearing on colonists due to the movement speed and work penalties, unless they have to wear parkas anyway.

    Over Head Layer

    M1Helmet.png

    Simple helmet

    A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt attacks.

    Cheap, but bulky protection for one's noggin. Can be made out of various materials to potentially improve durability and therefore lifetime. Less protective than an advanced Helmet.

    KevlarHelmet.png

    Advanced helmet

    A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt attacks.

    Mid-tier headgear that provides better protection than the simple helmet. Companion to the Armor Vest.

    PoweredArmorHelmet.png

    Power armor helmet

    A marine armor helmet, with a built-in status computer and layered plasteel-weave plates. Armor like this is often used by rapid-incursion space marines.

    Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.

    PsychicFoilHelmet.png

    Psychic foil helmet

    A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic waves.

    Great protection against mind-reading lizard men. Not so great at stopping bullets.

    Waist Layer

    ShieldBelt.png

    Shield belt

    A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.

    A shield belt is most effective for melee combatants to allow them to close ground on a ranged attacker with little risk of taking weapons fire. Shields block attacks from Deadfall traps as if they were ranged attacks.

    SmokepopPack.png

    Smokepop belt

    A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.

    Once hit, releases a cloud which reduces the hit chance of any projectile passing through it by 70%. Affects friend and foe. Does not affect melee.

    Table

    Name Move Speed[1] Layer[2] Covers Market Value Commonality[3] Blunt Sharp Heat Electric Toxic
    Armor vest -0.08 c/s Middle Torso 600 25% 20% 60% 0% 0% 0%
    Simple helmet -0.02 c/s Overhead Upper Head 40 40% 10% 30% 0% 0% 0%
    Advanced helmet -0.04 c/s Overhead Upper Head 300 40% 13% 40% 0% 0% 0%
    Power armor helmet -0.04 c/s Overhead Full Head 2000 30% 35% 60% 50% 0% 0%
    Power armor -0.1 c/s Middle, Shell Torso, Arms, Legs 4500 5% 35% 65% 30% 0% 0%
    Shield belt 0 c/s Accessory Waist 1200 ?% 0% 0% 0% 0% 0%
    Smokepop belt 0 c/s Accessory Waist 450 ?% 0% 0% 0% 0% 0%
    1. Bonus/penalty on movement speed.
    2. What part this armor covers (may be multiple).
    3. Statistic of how common this armor should be.