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HP and Armor properties? (Time out:0 days after 02-02-2004, 08:07)
HP's are for HPs.. Armor for immunity/other defensive property
HP's are for HPs. Ignore Armor value.
Leave the system alone.
Replace Armor with Banana
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Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:33
  Old Post 19-02-2004 21:21
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epeterson:

the problem is, that ancient units change significantly combats when used in conjunction with modern units. That's why we are thinking of different ways here.

back to the idea:

Your idea would still have a problem:

a 12 stack attacking 2 tanks could still damage (or even destroy it)

IIRC Archer have FP of 1, so 12 archers = 12 AP's. Not really true.

If we would rebalance everything and say:

Damage = FP - Armor (if < 0 == 0)

How about this? OK, it would mean we have to rebalance all units.

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 19-02-2004 21:30
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Not good, because that would slow down combat...

You essentially want to do full firepower damage to the opposing unit, otherwise you increase the number of combat rounds, and make the rear row more important...

At least, I think so...?

The Big Mc is offline The Big Mc
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Not good when I did work on the hurricane unit I found out that there is a limit for the number of combat rounds there is (it’s about the time everybody get bored and goes home :lol

Gilgamensch is offline Gilgamensch
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Jun 2002
time: 06:33
  Old Post 20-02-2004 14:50
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First: Still working on Einstein

For the number of rounds per battle:

That would depend on the HP, but not on the Armor.

So to say it easy: (Archer against tank)

1. round
12 archers with 1HP and 1 AP and FP 1
2 Tank with 10 HP and 6 AP and FP 5

The 12 archers attack with the formula (as mentioned above, still working on) the damage they inflict would be (after rounding) 0.
Tanks attacks and because FP > AP, does do damage, actually it 'could' kill with the pure FP 5 archers in 1 round. (1 HP + 1 AP = 2. 5*2/2=5, meaning 5 archers killed)

I assume that damage can be transferred over!!!!!! Not sure if we want to do it, or how it is done in the moment.

2. round
7 archers left.

3. round
2 archers left.

and so on ( in this case one more round)

If we would now stack 10 archers with 2 tanks against 2 tanks.
Attacker:12 archers 1/1/1 and 2 tanks 10/6/5
Defender:2 tanks with 10/6/5

The archers would be finished in 2 rounds.
The stacked tanks (with Archers) could attack) in the meantime the tanks (single), but would in the first round only 'downgrade' the armor.

In the second round we would have
A: 2 tanks 10/6/5
D: 2 tanks 10/1/5

OK the outcome would be still the side with the ancient units having an advantage, but not longer able to inflict damage, it would just distract the fire of the defender (in this case).

One thing I am not sure about though, how is the model working with different kind of units (flanking/defensive/offensive/ranged/planes/ships). In other words who is the prime target of whome?

Example: 12 knights against 12 pikeman. Would it be only the first row fighting?
Or even better:
4 pikeman, 4 knights, 4 archers against the same configuration.

Normally I assume, the 4 archers would attack the 4 pikeman, but what about the 4 knights? Would they attack each other or the pikeman?

In other words, what is the combat model using for 'priorities'?

MrBaggins is offline MrBaggins
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May 1999
time: 05:33
  Old Post 20-02-2004 20:04
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quote:
Originally posted by Gilgamensch
I assume that damage can be transferred over!!!!!! Not sure if we want to do it, or how it is done in the moment.


Not unless it has Trample

Attachment: mc-teeka_big.jpg
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Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 20-02-2004 20:08
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Matthew Hayden is offline Matthew Hayden
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Aug 2000
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  Old Post 21-02-2004 05:04
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I think a combat system should be thought out practically - there is no magical wall which stops archers from trying to fight against tanks, so don't put any dodgy walls in their way. Instead, why not just make it so that UNIT A, fighting UNIT B, whose ARMOR value is a lot higher than UNIT A's DAMAGE value, will be horribly retarded in combat - thus - your tank will win because of it's stats, rather than because of sum rule that has been put up to stop units from certain ages hurting those of later ages. This age idea is not needed. Sensible use of the ARMOR and DAMAGE values from one end of the game to the other IS!!

Maquiladora is offline Maquiladora
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Jun 2001
time: 05:33
  Old Post 21-02-2004 09:07 Visit Maquiladora's homepage!
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I agree Matthew. (except armour isnt needed)

quote:
The majority of those polled thing that there should be some cut-off point, where an obsolete unit can no longer damage a unit at all, in certain situations.


No. The majority of people have voted for "HP's are for HPs.. Armor for immunity/other defensive property". Whats certain is that armour shouldnt affect HP. Its no surprise to me the most popular poll choice is the one with 2 answers in it, one of them being VERY general.

My overriding feeling is that I can think of many other things programmers could be spending their time on, instead of something that isnt really broken. Im sure most of us have played civ3, lets be thankful its not that random eh? But lets also consider that a little uncertainty IS fun, i should know, ive played well over two hundred CtP1/2 MP games.

Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 23-02-2004 14:16
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quote:
Originally posted by Matthew Hayden
I think a combat system should be thought out practically - there is no magical wall which stops archers from trying to fight against tanks, so don't put any dodgy walls in their way. Instead, why not just make it so that UNIT A, fighting UNIT B, whose ARMOR value is a lot higher than UNIT A's DAMAGE value, will be horribly retarded in combat - thus - your tank will win because of it's stats, rather than because of sum rule that has been put up to stop units from certain ages hurting those of later ages. This age idea is not needed. Sensible use of the ARMOR and DAMAGE values from one end of the game to the other IS!!


You shall have had a look at some testing (further up the thread) which have been made:

It is unbalacing the complete situation (and another exploit for the human).

In the moment I have some problems regarding the age-determination (or science value).

Any ideas?

drulius is offline drulius
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Lubbock, Tx USA
Jan 1970
time: 23:33
  Old Post 23-02-2004 22:35
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I guess this is the dilema. You have 6 tanks defending on open ground, your enemy attacks with a stack of 5 tanks and 6 archers. Sorting rules aside, you would expect your 6 tanks to have a defensive and 6 to 5 numerical advantage over the attackers. The archers shouldn't unbalance the fight, but as it stands now, they virtually guarantee the attacker's success.

The question is do players like this? In SP it becomes a human advantage, in MP everybody can do it, and it gives the lagging player at least a chance to make some hits when their archer/Pikemen stacks get attacked with tanks/artillery. The game is still over, but a few tanks might get knocked off in the process.

I think whatever armor/damage arrangement is used to make archers less potent against tanks, should also make other ranged units less effective against more advanced tech. There's no reason why musket and cannon balls shouldn't bounce off fusion tank armor like arrows should bounce off tank armor. Even exlposive artillery shells might be nullified by anti-ballistic lasers, which could be considered part of the defensive compliment of a fusion tank (they have active-air defense don't they?).

Speaking just in loose terms of the 5 ages in the current game, if a unit is one age behind another, it should still be 100% effective. If it's two ages behind, maybe make it 50% effective (archers on tanks). More than two ages behind, make it 0% effective (cannons on fusion tanks, ironclads on krakens). So the only ages that get completely shut down are Ancient and Renaissance, and modern age units are handicapped 50% against diamond age units only. I'm not talking about putting in global age barriers for combat, but about building into the armor/damage system this kind of effectiveness.

epeterson is offline epeterson
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Feb 2004
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  Old Post 23-02-2004 23:35
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So far it hasn't been mentioned that attacking tanks will ALWAYS have the edge on defending tanks because of the Attack/Defense values.:eyebrow:

I kind of like the idea of the lesser units being used as cannon fod however. At least they would be good for something! Which begs the question... How do units get arranged when they both have the capability of ranged attack? Who takes precedence on the firing line/front row?

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 24-02-2004 00:10
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quote:
Originally posted by epeterson
So far it hasn't been mentioned that attacking tanks will ALWAYS have the edge on defending tanks because of the Attack/Defense values.:eyebrow:

I kind of like the idea of the lesser units being used as cannon fod however. At least they would be good for something! Which begs the question... How do units get arranged when they both have the capability of ranged attack? Who takes precedence on the firing line/front row?


well... since attackers and defenders take turns attacking and defending vs one another, differences in A and D usually end up being pretty moot.

One of the suggestions earlier on (by Locutus) was to suggest that defenders should ALWAYS use their D for both attacking and defending (when being on the defensive side of a battle,) and attackers should always use their A (or ranged rating if attacking at range.)

I tend to agree except I think that the D of a city defender should only be enhanced by city walls while he was in a defending round and only enhanced by ballista's etc... while in an attacking round.

As for how and where lines are formed, a grid is made, and unit positioned and sorted by stat priority, based on unit category. I could post the actual code and explain the steps... It usually works pretty well for ground combat, although it occassionally produces odd formations, and pretty much always sucks for naval engagements.

epeterson is offline epeterson
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Feb 2004
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  Old Post 24-02-2004 00:41
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Okay, now I'm really ! You mean the attacker alternates with each round of a battle? So if I have 6 tanks 'defending' a city and you 'attack' with 6 tanks, we both get to use our Attack and Defense rating alternately? I guess the terminology is a little deceiving then...:boggled:

I had always ASSuMEd that it worked the way that Locutus is suggesting it should! It certainly sounds logical and any weakness a tank gets in defense is probably nullified, even improved, by fortification and city defense improvements. The reasoning for an attacking tank to get some sort of initial advantage is because of its mobility; whereas the defending tanks would be immobile trying to defend a piece of land.

MrBaggins is offline MrBaggins
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May 1999
time: 05:33
  Old Post 24-02-2004 00:44
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quote:
Originally posted by drulius
*SNIP* Speaking just in loose terms of the 5 ages in the current game *SNIP*


Right... and since those ages can be modified, we shouldn't tie any defensive or offensive capability to those, or the "difference" between them.

The Big Mc is offline The Big Mc
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Oct 2001
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  Old Post 24-02-2004 02:03 Visit The Big Mc's homepage!
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we should also alow for a moder to make a 7th age

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 24-02-2004 13:36 Visit Maquiladora's homepage!
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quote:
I could post the actual code and explain the steps... It usually works pretty well for ground combat, although it occassionally produces odd formations, and pretty much always sucks for naval engagements.


That would be helpful

Aias is offline Aias
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May 2001
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  Old Post 24-02-2004 23:44
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I agree with Mr. Baggins. In C:CTP, I had a lone Leviathian come upon a 12 stack of Musketeers. They almost destroyed my Leviathian! NO WAY should this happen!

A unit updater would keep stuff like this from happening, unless you want to save a few warriors to 'attack' a city so you can see their defensive units.

Myrddin is offline Myrddin
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Aberystwyth
Jun 2001
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  Old Post 25-02-2004 01:14
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That's what the Retreat button is for

Maquiladora is offline Maquiladora
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Jun 2001
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  Old Post 25-02-2004 10:38 Visit Maquiladora's homepage!
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quote:
I agree with Mr. Baggins. In C:CTP, I had a lone Leviathian come upon a 12 stack of Musketeers. They almost destroyed my Leviathian! NO WAY should this happen!


and that was CtP1.

Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 25-02-2004 14:21
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I had a look back in this thread, but I wasn't able to find it.

What is the actual formula used in the moment?

How are the values used in the moment, like the archer with
Attack 10
Defense 10
ZBRangeAttack 20
Firepower 1
Armor 1
MaxHP 10

And no, I still haven't got the code even unzipped

Maquiladora is offline Maquiladora
Emperor

Jun 2001
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  Old Post 25-02-2004 15:00 Visit Maquiladora's homepage!
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You can have a look at this combat sim we made a while back. Look at the formulas involved.

btw its an excel spreadsheet.

hm i cant find the original thread...

Attachment: ctp2_combat_sim_final_1.zip
This has been downloaded 2 time(s).

Locutus is offline Locutus
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Nov 1999
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  Old Post 25-02-2004 22:15 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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The thread (including my cool Maple formulas ) is here: http://apolyton.net/forums/showthre...&threadid=71437

Maquiladora is offline Maquiladora
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  Old Post 25-02-2004 23:52 Visit Maquiladora's homepage!
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mmmmm maple (no drool smiley! )

I cant believe i posted on Christmas Eve at 8:30pm.

Locutus is offline Locutus
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I hadn't read the 2nd page of this thread yet (aside from the last post ), but I did some thinking of my own and I independently came to the exact same conclusion as Gilg.

Whatever the combat system will be like, it should be fairly simple and intuitive. People should be able to more or less guestimate the outcome of a battle in advance, at least when it's a 1-vs-1 battle. CtP is a strategy game after all, not a combat simulator.

Attack and Defense are each other's opposites: one increases the chance to hit, the other decreases the chance to be hit. This makes perfect sense and is very intuitive (even if many people misunderstand their exact role in the battle formula). The same should apply to Firepower and Armour: a layman would expect them to be each other's opposites, that would be the most intuitive idea. But this is not how it currently works: FP increases the amount of damage, while Armour basically increases the amount of Hitpoints. That's not what it (intuitively) should do: it should decrease the amount of damage done. That's also what Armour does in RL combat.

Most of the suggestions made so far in this thread (including MrBaggins' "ideal system" as described above) are IMO rather complex and unintuitive, and are therefore not very desirable solutions. The initial thought to use it for immunity is simple and fairly intuitive, but it doesn't meet the intuitive property that Armour should be the exact opposite of FP.

But with a minor change to the existing system we can make it that way: if we change the formula "Damage = FP / Armour" to "Damage = FP - Armour", it does exactly what it intuitively should do: reduce the amount of damage done. It also has the same effect that was initially desired by MrBaggins of making advanced units completely immune to (very) obsolete units. And it also has more or less the same effect as MrBaggins' ideal system in that damage is first subtracted from Armour and only then from Hitpoints, but in a much less complicated and more intuitive manner.

As for lengthening the duration of a battle: that's not a big deal as any extra damage done by ranged units is equally absorbed by the Armour. I didn't have time to do the math, but expect the effect to be zero, or else very little. And even if there's a (small) effect, so what? The player with the best stack composition will win, as it should be.

Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 26-02-2004 17:52
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I have thought about this one as well, but it would not protect certain units from powerfull ancient units, like cannon against fusiontank or even hover-infantry. That doesn't make sense. Age shall have an influence as well.

I am still looking into Einstein's theory (with the help of the combat simulator of Maq). I haven't finished it yet

MrBaggins is offline MrBaggins
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  Old Post 26-02-2004 18:50
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quote:
Originally posted by Locutus
Most of the suggestions made so far in this thread (including MrBaggins' "ideal system" as described above) are IMO rather complex and unintuitive, and are therefore not very desirable solutions. The initial thought to use it for immunity is simple and fairly intuitive, but it doesn't meet the intuitive property that Armour should be the exact opposite of FP.


My ideal solution was based in the concept of making everyone happy... that is the concept of allowing obsolete units to do damage in special circumstances. The problem is that it makes for a less intuitive combat system.

I stand by the original premise, and if you look at it from that viewpoint then FP-Armor works fine (provided the lengthening of combat doesn't influence things... but it was always a very tenuous argument.)

I have no problem with simple... on reflection it works well for us.

There is just one point, and simple additional complexity I'd like to add to the system.

Armor Penetration.

Some weaponry doesn't necessarily do more total damage, but does have the ability to penetrate armor better.

Generally speaking this would apply to bombard units and, for instance, TOW infantry.

In game terms it would be very simple. The AP of the attacking unit would be subtracted from the Armor of the defending unit. Values less than 0 would be 0.

Imagine a situation where a renaissance cannon has hit a tank. The cannon has FP 3 and AP 2, and the Tank has Armor of 4. Without AP, no damage would be done to the tank, since, its armor is higher than the cannon's FP. With AP, the tanks armor is effectively reduced to 2, and 1 damage is done.

Alternately imagine that same cannon hitting ancient warriors. The cannon still has FP3 and AP2, and the warriors have no Armor. Without any armor to reduce, AP does nothing, the cannon does its regular damage of 3 to the warriors.

Locutus is offline Locutus
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  Old Post 26-02-2004 19:08 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Gilg,
In any system we come up with involving immunity, it's always just an option. Whether a modmaker chooses to use it or not is up to him, but at least he can if he wants to. In the system I proposed, if you just make sure the lowest FP value is still higher than the highest Armour value, (some) damage will always be done. How it works out in practice is just a matter of balance.

MrBaggins,
I like it, sounds good to me. Realistic, simple, intuitive.

Gilgamensch is offline Gilgamensch
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Jun 2002
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  Old Post 26-02-2004 20:04
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That was also one thing going through my mind, but it would mean a complete rewriting of all mods. (introduction of a new field)

And it might have problems again, although that would be mainly based on balancing. A cannon shall not really be able to damage (except maybe scrapping the paint) of even a hover infrantry.

But I would happily agree to MrBaggins suggestion of introducing a value for AP. I think we just have to do a lot of brain washing storming on it to balance it correctly.

But one thing I would suggest is (for better balancing it):

sorry if I don't use C++

If Armor > AP no_damage
else
(open for discussion, as I don't like the idea of armor being destroyed)
HP=HP - FP (and armor left unchanged)


again simplified as modifiers would apply (terrain/city/....)

MrBaggins is offline MrBaggins
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May 1999
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  Old Post 26-02-2004 20:45
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we're not talking about armor being destroyed...

the formula we're talking about is (in basic/psuedo code)

EffectiveArmor = Armor - Armor Penetration
If EffectiveArmor < 0 Then EffectiveArmor=0
Damage=FP - Effective Armor
If Damage>0 Then HP = HP - Damage

I hope this is clear.

Locutus is offline Locutus
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  Old Post 26-02-2004 21:06 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Or to put it even simpler:

Damage = FP - Armor - AP (where Damage >= 0)

 
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