Difference between revisions of "Armor - Blunt"
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{{About|the stat that items of [[apparel]] have|more information about blunt armor generally|Apparel#Protection{{!}}Armor}} | {{About|the stat that items of [[apparel]] have|more information about blunt armor generally|Apparel#Protection{{!}}Armor}} | ||
{{See also|Armor - Sharp|Armor - Heat}} | {{See also|Armor - Sharp|Armor - Heat}} |
Latest revision as of 02:52, 26 November 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: 1) Two-way links. |
Armor - Blunt is a stat: The protection given against blunt damage like fists, club impacts and rock falls.
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%.
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 - Blunt (Material Factor)
- Multiplier Stat: Armor - Material Effect Multiplier
Base values[edit]
Stat Def Data[edit]
Def Name Label Label For Full Stat List Offset Label Attributes |
Description | Category | Parameters | Complex Parameters |
Display Priority In Category |
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The protection given against blunt damage like fists, club impacts and rock falls.
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. |
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99 |
Version history[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General Version history. |