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How do armor multipliers affect damage dealt
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Dec 26, 2017 3:11 am    Post subject:  How do armor multipliers affect damage dealt Reply with quote  Mark this post and the followings unread

For example AttachEffect.ArmorMultiplier=1.5 indicates which of the following:
A) the affected unit's Strength increases 50%
B) the affected unit takes 50% less damage
C) other, please specify

There are other armor multipliers in veterancy, under different difficulty sections, in crates, under different country sections...
Do they behave in the same way?
What if two or more of them apply at the same time?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 26, 2017 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

From the currently bad certificate plagued ModEnc:
ModEnc wrote:
Damage taken

A slight advantage over a straight multiplier is squeezed out of the way strength and damage are calculated - in integers, rather than floating point numbers. Any decimals are simply knocked off. This leads to a minimal fraction of damage that just "vanishes" on every hit, compared to a multiplier variant, and can, under certain circumstances, buy the unit enough strength to take another hit.

Examples

We are assuming a tank with a strength of 1000. The tank collects a promotion crate, and VeteranArmor=1.5 is applied. The tank is then ambushed with a weapon that, after verses and everything, deals 100 damage on each hit.

If VeteranArmor was a straight multiplier to Strength, the tank would now have 1500 hitpoints, of which 100 are deducted on each hit - 1500 ÷ 100 = 15. The tank would need 15 hits to be killed.

But VeteranArmor is a divisor to Damage. Therefore, the tank still has 1000 hitpoints, but only 66 are deducted on each hit, because 100 ÷ 1.5 = 66.66666..., and as we noted above, the decimals are dropped. But 1000 ÷ 66 = 15.151515...! Meaning, after taking the same 15 shots, the tank has still 10 hitpoints left (66 × 0.151515... = 9.99999...). The tank needs 16 hits to be killed, one additional shot to kill the last fraction of health.

The examples get more extreme the less damage is dealt - if the weapon dealt only 10 points of damage each time, it'd need 1500 ÷ 10 = 150 shots on a multiplier, but for a divisor, we'd look at 1000 ÷ 6 = 167 shots! (That's a whopping 17 shot difference, for the slow among us.)

Healing

The more important or "obvious" difference to a multiplier is that ingame a unit with Armor Bonus heals to full health just as fast as the unmultiplied one does, because it has the same amount of hitpoints - it just takes less damage. Assuming RepairStep applies to units as well, we're looking at
1500 ÷ 8 = 188 repair ticks for 1500 hitpoints compared to
1000 ÷ 8 = 125 for 1000.

Now taking into account that URepairRate=.016 works out to roughly one second, that's over a minute of repair time you save through this simple difference.


I believe AlexB said something about the Ares AttachEffect multiplier just adding Strength, but I could be remembering entirely wrong. They definitely stack, but I don't know the exact way (additive or multiplicative).

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Dec 26, 2017 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

That's.... interesting
If a unit has strength of 1 and is infected by an AttachEffect.ArmorMultiplier=1.5 AE, when this AE subsides, it dies immediately?
1/1.5=0.666666 and decimals are dropped

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 27, 2017 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

The AE multipliers are channeled through crates, so they can't add health. They stack multiplicatively because there was only a single field to use for this. They definitely get applied to the damage calculation at a point instead of providing some kind of flat bonus.

I don't know how it's handled internally, but I presume it's doing a rounding between applying the warhead verses/PercentAtMax and the crate/veteran/AE strengthmultipliers.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Dec 28, 2017 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

If it's not adding health, then what's the qualitative relation? AE armor multiplier of 2.0 doesn't make it invincible. How much damage does it reduce?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Dec 28, 2017 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

50%. An armor multiplier of 2.0 means that the incoming damage shall be halved.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Dec 28, 2017 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

OOOkay so it's in fact a divisor

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Dec 28, 2017 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's a divisor. The maximum health is always the same for all units. Strength= is global per type, for all houses. Thus, armor multipliers on house as well as veteran and crate bonuses collected by individual units are applied by modifying the incoming damage, not modifying a unit's health.

These calculations only affect positive damage. Healing weapons are unaffected.

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