Damage Reduction, Armor, Resistances, and Affinities

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ToME Version: 1.4.4

Armour reduces damage from every incoming melee and ranged physical attack. There are three values which work together to determine the final outcome:

  • Armour
  • Armour penetration (APR)
  • Armour hardiness

The attacker's APR is subtracted from the target's armour value. Armour hardiness is the maximum percent of each incoming attack that can be absorbed.

The final resulting damage reduction is:

min( (Armour - APR), (Hardiness * damage) )

Examples:

We assume a defender with 30 armor and 50% armor hardiness, and an attacker with 5 APR.

  1. You are hit by an attack dealing 100 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 100 = 50. Since 25 is smaller, your armour absorbs 25 damage, and you take 100 - 25 = 75 damage.
  2. You are hit by an attack dealing 10 damage. (Armour - APR) is 30 - 5 = 25, and (Hardiness * damage) is 0.5 * 10 = 5. Since 5 is smaller, your armour absorbs 5 damage, and you take 10 - 5 = 5 damage.

Armour is applied before all kinds of critical damage increase, talent multipliers and damage multiplier, thus making even small amounts have greater effects. For Example, with 50 armor and 100% armor hardiness, if you are hit by an attack that does 100 damage, but has a 300% talent multiplier, it will do (100 - 50) * 3 = 150 damage. Another consequence of this system is that multiple small hits are not affected by armor moreso than a stronger hit, provided their % damage sums to the same amount: 4 hits at 100% damage are affected by armor the same as 1 hit at 400% damage.

Reducing an enemy to below 0 armour does not cause bonus damage.