The 10% physical resistance further reduced the incoming damage by 10% so instead of the unit receiving 281 damage it will only receive 253 damage.The 60 armour mitigated roughly 30% of the damage hit so instead of the unit receiving 400 damage it will only receive 281 damage.ĭamage reduction = 281 * (1 - physical resistance %) = 281 * (1 - 10%) = 281 * 90% = 253.Unit B has 60 armour, 10% physical resistance and no other special damage mitigation effects or traits.Unit A has no special damage, such as armour-piercing damage.Unit A successfully hits unit B and deals 400 melee damage.
Therefore, armour damage mitigation and physical resistance do not stack. However, damage reduction from armour is calculated before physical protection is applied. This is why armour can be considered as similar to physical resistance. In other words, armour values of 200 more offer near immunity to missile and melee attack damages because it offers a 100% damage reduction to the damage variable the actual final damage will simply be 1. Therefore, it can be written mathematically with the equation below.ĭamage reduction = 1 + Damage * (1 - Armour * ar%) where 0.5 < ar < 1.0 The armour_roll can vary between 0.5 and 1.0. Technical details Īt the more advanced technical level, it acts as a randomized percentage-based reduction, where the minimum value of damage reduction is determined by the lower cap of the armour_roll (ar) value, coded as armour_roll_lower_cap and represented by ar min, which is 0.5 by default. How resistant a unit is to missile fire and melee attacks. Therefore, average armour values vary between 20 and 50.Īrmour is a dynamic stat so it can be increased or reduced through a number of unit abilities, traits and effects. Heavily-armoured units (> 50) can survive some punishment whereas lightly-armoured units (< 20) can stack huge amounts of damage very quickly and die. Armour is closely associated with weapon strength for melee attacks and missile strength for missile attacks.Īrmour can never be less than 0 so if an ability or trait causes the armour value to be negative, it will default to 0 instead. Therefore, armour only affects the second stage of combat, after it has actually landed or hit. It is strictly related to damage reduction and entirely separate from melee defence, for example, which is the likelihood of hitting with a melee attack. In general terms, the more armour a unit has, the less damage it will take from missile and melee attack sources. any combination(s) of the above exceptions, for example, explosive armour-piercing missile damage.armour-piercing damage, as the name implies, pierces through the armour.impact melee attack damage, such as a cavalry-like unit charge bonus damage.explosive missile fire damage, such as catapult-like units.Armour, identified in-game with the icon, is a character stat and translates to how much of a reduction in missile fire and melee attack damage a character or unit can have.