Does anyone know the exact Formula for how armor works and how it reduces damage?
Damage plus or minus(any bonuses like splash vs small units,etc) - armor points
I think =/
hey, i got a quick question on armor as well.
lets pretend you have a unit with base armor of 10. now, you upgrade it +245. thats a total of 255. but suppose you upgrade up to +250 for a total of 260. does the computer rolls it over from 255 and reads it as only 5 armor?
i thought i read somewhere about something like this.
QUOTE
hey, i got a quick question on armor as well.
lets pretend you have a unit with base armor of 10. now, you upgrade it +245. thats a total of 255. but suppose you upgrade up to +250 for a total of 260. does the computer rolls it over from 255 and reads it as only 5 armor?
No, computer reads as 260 armor... not 5 armor
Well, damage works like this... Base damage is dealt to shields (assuming the unit HAS shields), subtract 1 point from damage for each shield upgrade. Armor/Damage types do not matter here. (This is why Seiged Tanks can kill Probes in one shot even though Probes are light armor.) Once shields run out, then damage is dealt to HP. Armor is subtracted from the damage to be dealt then the damage is modified by armor/damage type.
Don't forget that if atk-armor <= 0, the unit being attacked takes 0.5 damage.
QUOTE(Mini Moose 2707 @ Jul 24 2004, 01:45 PM)
Well, damage works like this... Base damage is dealt to shields (assuming the unit HAS shields), subtract 1 point from damage for each shield upgrade. Armor/Damage types do not matter here. (This is why Seiged Tanks can kill Probes in one shot even though Probes are light armor.) Once shields run out, then damage is dealt to HP. Armor is subtracted from the damage to be dealt then the damage is modified by armor/damage type.
not if the probe is running really fast, then the shot might miss hahaha !!! a tank missed my marine because i stimmed and ran too fast ^_^
Is that even possible? Like Ghosts look like it's missing?
OK, I think it works like this, how ever much armour you have is how much damage it subtracts from the health. So if you have one armour, then it'll subtract one damage from an enemies attack.
" Armor is subtracted from the damage to be dealt then the damage is modified by armor/damage type."
Hey, thanks Moose, I always wondered what order of calculation SC uses.
Thanks

QUOTE(Johnznothere78 @ Jul 24 2004, 02:41 PM)
Is that even possible? Like Ghosts look like it's missing?
I've outrun yamato cannons in a vulture (in a test situation of course.. noone is stupid enough to yamato a vulture

)
It would be easy to test the damage order. Take a tank, give it 8 damage. Choose a small unit, give it 2 armor. Then see how the tank does.. 3 (armor first) or 2 (size first) damage done. At least I think they do 1/2 to small units. If they do 75% its different. Then you would probably want to give it 16 damage and give the unit 4 armor so you could see if it did 8 (size first) or 9 (armor first).
QUOTE(Johnznothere78 @ Jul 24 2004, 02:41 PM)
Is that even possible? Like Ghosts look like it's missing?
most units can't miss..but some like siege mode do if your running too fast. not sure about yamato (i've never seen it miss)
Don't forget that ranged units have a 70% chance of missing when a unit is under a tree, building or on a higher cliff than the attacking unit.
It only misses if you run away from it fast enough.. it doesn't go forever so you escape its range.
I'm pretty sure Yamato can't miss. I've tried to yamato an interceptor as it flew past at full speed. Even though the interceptor was about 5 screens away, the Yamato still killed it. (although the Yamato WARPED the last screen to the interceptor. O_o
Damage calculation:
Take the target's attack
2x base damage if target is hallucinated
+ - modifiers (Armor subtracts, spores increase)
Damage type multiplier (if not shields)
If result is less than 1/2, set to 1/2
Damage can be tracked to 1/4th of an hp (ghosts can do 3/4 of a damage to large units, I've tested this). I don't know if it does 1/3ds, haven't tested that.
If a shot pierces through shields, the remaining damage will be affected by armor (I doubt the spore bonus goes again, but I could be wrong), then the damage type multiplier takes effect. If the result is 0, it will NOT be set to 1/2.
Ranged units can still miss even if there's nothing to make it miss. Very annoying. It's rare to see, though.
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not if the probe is running really fast, then the shot might miss hahaha !!! a tank missed my marine because i stimmed and ran too fast ^_^
To clear up this missing buisness... Cheese, I don't know what happened, Siege tanks don't miss. You can, however, run so fast the siege tank can't aim at you. In the weapons.dat file form the MPQ there is an option of weapon projectile: 1) Appears on target; 2) Flies to target; 3)Home to target. Numbers 1 and 3 don't miss, but 2 can. For example, I gave a siege tank fragmentation grenades as a wepon ans set it's range to 5000. It would shoot at a running unit but the projectiles would take like 5 seconds to get there and they would miss.