Difference between revisions of "Armor - Sharp"
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− | {{ | + | {{Stub|reason=1) Convert all values into 0~2 instead of 0~200 to reflect xml 2) Two-way links}} |
− | {{Stat | + | {{About|the stat that items of [[apparel]] have|more information about sharp armor generally|Apparel#Protection{{!}}Armor}} |
− | | | + | {{See also|Armor - Blunt|Armor - Heat}} |
− | | | + | {{Verified|1.5.4104}}{{Stat |
− | | description = | + | | def name = ArmorRating_Sharp |
+ | | label = Armor - Sharp | ||
+ | | label for full stat list = Armor - Sharp (armor stat) | ||
+ | | description =<!-- extra lines, line breaks, and whitespace are there because otherwise everything is on one line, which doesn't reflect in-game appearance --> | ||
+ | The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites. | ||
+ | |||
+ | Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. | ||
+ | |||
+ | The remaining armor rating is then compared against a random number from 0 to 100. | ||
+ | |||
+ | {{0|00}}- If the random number is under half the armor rating, the damage deflects harmlessly. | ||
+ | <br />{{0|00}}- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. | ||
+ | <br />{{0|00}}- If the random number is greater than the armor rating, the armor has no effect. | ||
+ | |||
+ | For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | ||
+ | |||
+ | Each layer of armor is applied separately, from the outside in. | ||
+ | | default base value = 0 | ||
+ | | min value = 0 | ||
+ | | max value = 2 | ||
+ | | hide at value = 0 | ||
+ | | to string style = PercentOne | ||
+ | | category = Apparel | ||
+ | | display priority in category = 100 | ||
+ | | parts = StatPart_Quality, StatPart_Stuff | ||
}} | }} | ||
+ | |||
+ | Note: If sharp damage is converted into blunt, then further layers of armor will still apply [[Armor - Sharp]] rather than [[Armor - Blunt]]. | ||
+ | |||
+ | == Stat Parts == | ||
+ | === Quality === | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| c_01}} | ||
+ | ! [[Quality]] !! Factor | ||
+ | |- | ||
+ | ! Awful | ||
+ | | {{Bad|×60%}} | ||
+ | |- | ||
+ | ! Poor | ||
+ | | {{Bad|×80%}} | ||
+ | |- | ||
+ | ! Normal | ||
+ | | '''×100%''' | ||
+ | |- | ||
+ | ! Good | ||
+ | | {{Good|×115%}} | ||
+ | |- | ||
+ | ! Excellent | ||
+ | | {{Good|×130%}} | ||
+ | |- | ||
+ | ! Masterwork | ||
+ | | {{Good|×145%}} | ||
+ | |- | ||
+ | ! Legendary | ||
+ | | {{Good|×180%}} | ||
+ | |} | ||
+ | </li></div> | ||
+ | |||
+ | === Stuff === | ||
+ | * Priority: '''100'''{{Check Tag|What is the impact of this?}} | ||
+ | * Stuff Power Stat: '''[[Armor - Sharp (Material Factor)]]''' | ||
+ | * Multiplier Stat: '''[[Armor - Material Effect Multiplier]]''' | ||
+ | |||
+ | == Base values == | ||
+ | <div><li style="display: inline-table;"> | ||
+ | Click to <div class="mw-collapsible"> | ||
+ | <div class="mw-collapsible-content"> | ||
+ | {| {{STDT| c_01 sortable}} | ||
+ | ! Thing !! [[Property:Armor - Sharp|Armor - Sharp]] | ||
+ | |- | ||
+ | {{#ask: [[Armor - Sharp::+]] | ||
+ | | ?Armor - Sharp | ||
+ | | format = template | ||
+ | | template = Ask Table Formatter | ||
+ | | link = none | ||
+ | | sort = From DLC, Name | ||
+ | | limit = 1000 | ||
+ | }} | ||
+ | |} | ||
+ | </div> | ||
+ | </div> | ||
+ | </li></div> | ||
+ | |||
+ | == Strategy == | ||
+ | ''Sharp'' damage is far more common than ''blunt'' damage because almost no ''blunt'' damage directly occurs outside of melee combat; this makes ''sharp armor'' more valuable in general than ''blunt'' armor. | ||
+ | |||
+ | == Stat Def Data == | ||
+ | {| {{STDT| c_01}} | ||
+ | ! Def Name<br />Label<br />Label For Full Stat List<br />Offset Label<br />Attributes !! Description !! Category !! Parameters !! Complex<br />Parameters !! Display<br />Priority<br />In<br />Category | ||
+ | |- id="Armor - Sharp (Armor Stat)" <!-- ParentName="ArmorRatingBase" --><!--<StatDef>--> | ||
+ | | | ||
+ | * '''Def Name:'''<br />ArmorRating_Sharp | ||
+ | * '''Label:'''<br />Armor - Sharp | ||
+ | * '''Label For Full Stat List:'''<br />Armor - Sharp (armor stat) | ||
+ | | The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites. | ||
+ | Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. | ||
+ | The remaining armor rating is then compared against a random number from 0 to 100. | ||
+ | - If the random number is under half the armor rating, the damage deflects harmlessly. | ||
+ | - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. | ||
+ | - If the random number is greater than the armor rating, the armor has no effect. | ||
+ | For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. | ||
+ | Each layer of armor is applied separately, from the outside in. | ||
+ | | | ||
+ | * Display Order:<br />'''30''' | ||
+ | * Def Name:<br />'''Apparel''' | ||
+ | * Label:<br />'''Apparel''' | ||
+ | * Display All By Default:<br />{{Bad|false}} | ||
+ | | | ||
+ | * Default Base Value: '''{{%|0}}''' | ||
+ | * Min Value: '''{{%|0}}''' | ||
+ | * Hide At Value: '''{{%|0}}''' | ||
+ | * Max Value: '''{{%|2}}''' | ||
+ | * To String Style: '''PercentOne''' | ||
+ | | | ||
+ | * '''Parts:''' | ||
+ | ** '''''StatPart_Quality:''''' | ||
+ | *** Factor Awful: {{Bad|×{{%|0.60}}}} | ||
+ | *** Factor Poor: {{Bad|×{{%|0.80}}}} | ||
+ | *** Factor Normal: '''×{{%|1.00}}''' | ||
+ | *** Factor Good: {{Good|×{{%|1.15}}}} | ||
+ | *** Factor Excellent: {{Good|×{{%|1.30}}}} | ||
+ | *** Factor Masterwork: {{Good|×{{%|1.45}}}} | ||
+ | *** Factor Legendary: {{Good|×{{%|1.80}}}} | ||
+ | ** '''StatPart_Stuff:''' | ||
+ | *** Priority: '''100''' | ||
+ | *** Stuff Power Stat: '''[[Armor - Sharp (Material Factor)]]''' | ||
+ | *** Multiplier Stat: '''[[Armor - Material Effect Multiplier]]''' | ||
+ | | 100 | ||
+ | <!--</StatDef>--> | ||
+ | |} | ||
+ | |||
+ | == Version history == | ||
+ | {{Stub|section=1|reason=General Version history}} | ||
+ | |||
+ | {{nav|stats|wide}} |
Latest revision as of 22:49, 6 October 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) Convert all values into 0~2 instead of 0~200 to reflect xml 2) Two-way links. |
Armor - Sharp is a stat: The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
The remaining armor rating is then compared against a random number from 0 to 100.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
Each layer of armor is applied separately, from the outside in. Its minimum allowed value is 0%. Its maximum allowed value is 200%. Its default value is 0%.
Note: If sharp damage is converted into blunt, then further layers of armor will still apply Armor - Sharp rather than Armor - Blunt.
Stat Parts[edit]
Quality[edit]
Quality | Factor |
---|---|
Awful | ×60% |
Poor | ×80% |
Normal | ×100% |
Good | ×115% |
Excellent | ×130% |
Masterwork | ×145% |
Legendary | ×180% |
Stuff[edit]
- Priority: 100[What is the impact of this?]
- Stuff Power Stat: Armor - Sharp (Material Factor)
- Multiplier Stat: Armor - Material Effect Multiplier
Base values[edit]
Strategy[edit]
Sharp damage is far more common than blunt damage because almost no blunt damage directly occurs outside of melee combat; this makes sharp armor more valuable in general than blunt armor.
Stat Def Data[edit]
Def Name Label Label For Full Stat List Offset Label Attributes |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
---|---|---|---|---|---|
|
The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100. - If the random number is under half the armor rating, the damage deflects harmlessly. - If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt. - If the random number is greater than the armor rating, the armor has no effect. For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
|
|
|
100 |
Version history[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General Version history. |