Rifleman Archive
Thread: How AR really works
For those who dont want to read and get confused, I tell you in simple terms. It does not increase damage, it decreases resistance. Here is a qoute from one of the designers. A weapon cannot exceed 100 percent.
"Here's how it actually works. That 50% reduction or 25% increase is applied to the protection of the armor, not the base damage. So if an armor with effectiveness of 30 has an AR1 and is hit with a weapon of AR2, it actually protects as if it had an effectiveness of 15 (30 * .5 = 15). Against a weapon of AR0, it protects as if were 37.5% (30 * 1.25 = 37.5). This 50% reduction or 25% increase is applied for each level difference. So if the armor had an AR2 it would protect as if it had an effectiveness of 46.9% (30 * 1.25 = 37.5 * 1.25 = 46.9.
Therefore, if a weapon attacks with a damage type of the armor's vulnerability, all of the damage goes through with no damage reduction, but no damage increase either. So it appears as if it is working as coded. It's the armor guide that's incorrect. We'll have to get that fixed up."
I've been trying to think of what to say about this, there is one word that keeps popping into my head: lame!
Why no damage increase? Is he referring to armor piercing?
Does he mean all damage will go though as if it were an AR 0 target?
I'm a bit confused.
AldeonAvardulin wrote:
For those who dont want to read and get confused, I tell you in simple terms. It does not increase damage, it decreases resistance. Here is a qoute from one of the designers. A weapon cannot exceed 100 percent.
"Here's how it actually works. That 50% reduction or 25% increase is applied to the protection of the armor, not the base damage. So if an armor with effectiveness of 30 has an AR1 and is hit with a weapon of AR2, it actually protects as if it had an effectiveness of 15 (30 * .5 = 15). Against a weapon of AR0, it protects as if were 37.5% (30 * 1.25 = 37.5). This 50% reduction or 25% increase is applied for each level difference. So if the armor had an AR2 it would protect as if it had an effectiveness of 46.9% (30 * 1.25 = 37.5 * 1.25 = 46.9.
Therefore, if a weapon attacks with a damage type of the armor's vulnerability, all of the damage goes through with no damage reduction, but no damage increase either. So it appears as if it is working as coded. It's the armor guide that's incorrect. We'll have to get that fixed up."
Er, this seems to be inconsistent with what happens in PvE, though. I've seen the 'floatie' numbers be much larger than the base damage, so it seems like the math in PvP might not be the same as PvE.
Same here, I was just thinking some of my shots on low mobs with SS2 should be impossible if AP does not add damage.
Noules000 wrote:
Er, this seems to be inconsistent with what happens in PvE, though. I've seen the 'floatie' numbers be much larger than the base damage, so it seems like the math in PvP might not be the same as PvE.
OK got a question thats complicated to me.
A Krayt dragon has AR 3 and only 10% cold resist, how much of a cold based SG82 goes through.
I've just found a screenshot where I hit a fanned rawl from naboo for 4166 damage in the combat window and 6510 above its head. The laser I was using has a max damage of 619. If my understanding of the combat system is correct then: 619 * 1.5 = 928.5 * 5 = 4642.5, this is without AP. However when you add AP in: 4642.5 * 1.25 * 1.25 = 7253.9.
From my experience in PvP I the laser does more damage on people wearing armour than those wearing no armour. This is just going by eye so I could be mistaken but I'm sure enough that I use my DLT20a on unarmoured targets.
The laser used for both these shots: http://www.zen23690.zen.co.uk/screenShot0118%20-%20619%20Laser.jpg
6510 damage: http://www.zen23690.zen.co.uk/screenShot0107%20-%206510%20damage.jpg
5997 damage: http://www.zen23690.zen.co.uk/screenShot0108%20-%205997%20damage.jpg
If they want some more I can easily do them.