Armor - Sharp
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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 |
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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. |
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100 |
Version history[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General Version history. |