Difference between revisions of "Armor - Sharp"

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(Fix description to style; add strategy section)
 
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{{About|the stat that items of [[apparel]] have|more information about sharp armor generally|Apparel#Protection{{!}}Armor}}
 
{{Stat
 
{{Stat
 
| round to five over = 200
 
| round to five over = 200
 
| to string style = FloatTwo
 
| to string style = FloatTwo
| description = Mitigation of ''sharp'' damage (e.g. bullets, blades, bites, explosions)}}
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| description = The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
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Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.
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The remaining armor rating is then compared against a random number from 0 to 100.
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* If the random number is under half the armor rating, the damage deflects harmlessly.
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* If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
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* If the random number is greater than the armor rating, the armor has no effect.
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For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.
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Each layer of armor is applied separately, from the outside in.}}
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Note: If sharp damage is converted into blunt, then further layers of armor will still apply Armor - Sharp rather than Armor - Blunt.
  
 
== Strategy ==
 
== Strategy ==
''Sharp'' damage is far more common than ''blunt'' damage (outside of melee combat, almost no ''blunt'' damage directly occurs); this makes ''sharp armor'' more valuable in general than ''blunt'' armor.
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''Sharp'' damage is far more common than ''blunt'' damage because almost no ''blunt'' damage directly occurs outside of melee combat; this makes ''sharp armor'' more valuable in general than ''blunt'' armor.

Latest revision as of 23:17, 29 January 2023

Armor - Sharp is a stat: The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

Note: If sharp damage is converted into blunt, then further layers of armor will still apply Armor - Sharp rather than Armor - Blunt.

Strategy[edit]

Sharp damage is far more common than blunt damage because almost no blunt damage directly occurs outside of melee combat; this makes sharp armor more valuable in general than blunt armor.