Protection chart (no ontology)

From Mazeworld

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(Clothing resistances and damage types)
(Clothing resistances and damage types)
 
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<div class="infobox">
<div class="infobox">
{|
{|
-
| '''Parts covered'''
 
| colspan="2" | <[#img [hash EZN6JP7GWXRHRKJN31MDMMKG34]]>
| colspan="2" | <[#img [hash EZN6JP7GWXRHRKJN31MDMMKG34]]>
-
|-
 
-
| '''Armor class'''
 
-
| colspan="2" | Hardskin
 
-
|-
 
-
| '''Blunt hits'''
 
-
| colspan="2" | '''PROOF'''
 
-
|-
 
-
| '''Sharp hits'''
 
-
| colspan="2" | Not resistant
 
-
|-
 
-
| '''Piercing hits'''
 
-
| colspan="2" | <span style="color: white">Resistant</span>
 
-
|-
 
-
| '''Explosions'''
 
-
| colspan="2" | Not resistant
 
|}
|}
</div>
</div>
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=== Armor Class ===
=== Armor Class ===
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Armor Classes, are, in order of effectiveness: '''Naked''', '''Light''', '''Hardskin''', '''Kevlar-2''', '''Kevlar-3''', '''Kevlar-4''' or '''HEV-grade'''.<br />
+
Armor Classes, are, in order of effectiveness: '''C1''', '''C2''', '''C3''', '''A1''', '''A2''', '''A3''', '''A4''', '''A5'''. The higher the AC, the better it will protect from damage; primarily [[Pain]] and [[Limb damage]], but it can also influence other types of injuries.
-
*The higher the AC, the better it will protect from damage; primarily [[Pain]] and [[Limb damage]], but it can also influence other types of injuries.
+
-
===== Special ACs =====
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* The '''Cx''' ACs represent standard clothing (with C1 symbolizing absence of clothing, C2 for most light clothes, and C3 for tough clothes), while the '''Ax''' ACs represent various gradings of armor effectiveness: Superlight (A1), Light (A2), Medium (A3), Heavy (A4) and Powered (A5).
-
Certain creatures are assigned a non-standard Armor Class, each with their own effects:
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** Each Armor Class also has a '''LDV-X''' effect, where X is equal to the number in the AC level. AC A3 applies an LDV-3 effect.
-
 
+
-
*'''Blob''' AC reduces all damage taken to 1% per hit. A creature with such AC needs to be hit 100 times by whatever it is being hit with, including explosives. Usually, such creatures have other weaknesses that allow them to be beaten more quickly.
+
-
**Example: The [[Blue blob|blue blob]]
+
-
*'''Ghost''' AC negates all damage received. Such creatures are usually not meant to be beaten, or possess a specific weak point that allows them to be beaten.
+
-
**Examples: The [[ghost]]
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=== Clothing resistances and damage types ===
=== Clothing resistances and damage types ===
-
Clothing may either be '''-PROOF''', '''-resistant''', or '''not resistant''', which dictate how resistant to damage and abuse those clothes are.
+
There are several damage types, which differentiate the various ways an attack can hurt - and consequently, the diverse ways clothes can protect from such damage.
 +
Clothing may either be '''-PROOF''', '''-resistant''', or '''lack a resistance''' to each of the damage types.
-
*'''Not resistant''': The impact '''causes 1 damage''' to the affected clothing.
+
If the [[contestant]] (or any other human target) receives a certain amount of [[limb damage]] in a single attack, they may suffer from '''injuries''': [[Broken limb|fractures]] or [[Wound|wounds]]. Clothing resistances help increase the amount of minimum limb damage which cause an injury. This amount of damage that must not be reached to cause an injury, is called the '''Injury threshold'''.
-
*'''-Resistant''': The impact '''causes 0.5 damage''' to the affected clothing.
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-
*'''-PROOF''': The impact '''fails to damage''' the affected clothing.
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-
In addition, there are several damage types, which differentiate the various ways an attack can hurt - and consequently, the diverse ways clothes can protect from such damage.<br/>
+
*'''Not resistant''': 1+ limb damage per hit (any damage results in an injury)
-
If the [[contestant]] (or any other human target) receives a certain amount of [[limb damage]] in a single attack, they may suffer from '''injuries''': [[Broken limb|fractures]], [[Wound|wounds]], or [[Severed limb|limb loss]]. Clothing resistances help increase the amount of minimum limb damage which cause an injury. This amount of damage that must not be reached to cause an injury, is called the '''Injury threshold'''.
+
*'''-Resistant''': 5+ limb damage per hit (resists injury up to 4 damage)
-
 
+
*'''-PROOF''': 9+ limb damage per hit (resists injury up to 8 damage)
-
*'''Not resistant''': 1+ limb damage per hit.
+
-
*'''-Resistant''': 2+ limb damage per hit.
+
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*'''-PROOF''': 4+ limb damage per hit.
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*'''Blunt-type''' refers to [[Unarmed combat|unarmed combat]] and [[List of Class 5 Weapons|Class 5 weapons]] that deal damage through blunt force, as well as a number of [[Encounters|enemy]] attacks.
*'''Blunt-type''' refers to [[Unarmed combat|unarmed combat]] and [[List of Class 5 Weapons|Class 5 weapons]] that deal damage through blunt force, as well as a number of [[Encounters|enemy]] attacks.
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*'''Piercing-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, spearheads or similar used in a stabbing motion, as well as non-firearm weapons and a wide variety of [[Encounters|enemy]] attacks relying on a forward thrust in a puncturing motion.
*'''Piercing-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, spearheads or similar used in a stabbing motion, as well as non-firearm weapons and a wide variety of [[Encounters|enemy]] attacks relying on a forward thrust in a puncturing motion.
** Injury: [[Wound|Wounds]].
** Injury: [[Wound|Wounds]].
-
*'''Explosion-type''' refers to explosions caused by '''rockets''', '''grenades''', explosive [[Trap|traps]] and related attacks.
 
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** '''Far-hit''' and '''Distant-hit''' explosion injuries: [[Wound|Wounds]].
 
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** '''Close-hit''' and '''Direct-hit''' explosion injuries: [[Severed limb|Limb loss]].
 
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** For the purpose of injury checking, the amount of limb damage dealt by the explosion is checked. Then, a random @bodyaim is rolled to determine which body part should receive the injury (wound or limb loss, if applicable). The rolled body part is checked to see if there is a piece of clothing or armor that is Explosion-Resistant or -PROOF, then the corresponding injury threshold is compared to the amount of damage the explosive attack dealt.
 
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*** All body parts receive 0.5x the rolled amount of damage, except the rolled body part for injury checking - which receives 1x. This is prior to other modifiers.
 
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** For the purpose of clothing damage, explosions '''affect all of the clothes worn by the victim''', unless they are directly under another piece of clothing. Generally speaking, clothing follow a "layer" system determining what would get affected first in the event of a clothing-damaging explosion. The '''Arms add-ons and Legs add-ons''' are the highest layer, followed by '''Body add-ons''', then all other categories.
 
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*** ''Example:'' A Kevlar vest is considered to be on a higher layer than a T-shirt underneath. A blast would only damage the vest and not the T-shirt.
 
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** Note that even it applies even if the victims are behind cover - '''splash damage ignores cover''' for the purpose of damage calculation and injury checking.
 
-
*'''Bullet-type''' damage is governed primarily by '''Armor Class'''.
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*'''Bullet-type''' damage is affected primarily by '''Armor Class'''.
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** Every bullet or shotgun pellet '''causes 0.1 damage''' to clothes it hits, unless it is bullet-proof. Certain types of [[Customs:Ammunition|armor-piercing]] ammo may ignore the bullet-proof trait.
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** Bullet-type damage has no corresponding clothing proofs.
** Injury: [[Wound|Wounds]].
** Injury: [[Wound|Wounds]].
-
*'''Special-type''' will '''always damages clothes''' and '''hurt the contestant''', very often with a flat damage curve, which essentially ignores completely Armor Class.
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*'''Explosion-type''' damage is not affected by Armor Class nor by clothing resistance. For more information on rules regarding explosives, [[Explosives rules|see here]].
-
** Such attacks always cause the affected clothing's '''Damage counter''' to be '''decreased by 1''', so be careful.
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** Explosion-type damage is special in that it has only one Pain value instead of one for each AC; in turn, that same Pain value is the same for all ACs.
-
** Special-type attacks do not cause injuries, but often cause their own effects; see the [[Damage chart]] for more info.
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** Explosion-type damage has no corresponding clothing proofs.
 +
 
 +
*'''Special-type''' damage and all of its subvariants ('''Spec-Fire''', '''Spec-Aqua''', '''Spec-Ice''', '''Spec-Elec''' and '''Spec-Acid''') usually (but not always) deal the same amount of Pain across all ACs.
 +
** Special-type damage has no corresponding clothing proofs.
 +
** Special-type attacks do not cause injuries, but often cause their own effects. See [[Secondary effects#Elemental|this section]].
== See also ==
== See also ==
*[[Damage chart]]
*[[Damage chart]]
*[[Gameplay mechanics]]
*[[Gameplay mechanics]]

Latest revision as of 16:42, 11 May 2019

Example protection chart of clothing and armor.

List of body parts

  • Light red: Head
  • Dark red: Face (Face-concealing clothing)
  • Light blue: Upper body
  • Blue: Arms
  • Dark blue: Elbows
  • Navy: Shoulders
  • White: Hands (Handgear)
  • Violet: Chest
  • Light green: Lower body
  • Green: Legs
  • Dark green: Knees
  • Magenta: Crotch
  • Yellow: Feet

Armor Class

Armor Classes, are, in order of effectiveness: C1, C2, C3, A1, A2, A3, A4, A5. The higher the AC, the better it will protect from damage; primarily Pain and Limb damage, but it can also influence other types of injuries.

  • The Cx ACs represent standard clothing (with C1 symbolizing absence of clothing, C2 for most light clothes, and C3 for tough clothes), while the Ax ACs represent various gradings of armor effectiveness: Superlight (A1), Light (A2), Medium (A3), Heavy (A4) and Powered (A5).
    • Each Armor Class also has a LDV-X effect, where X is equal to the number in the AC level. AC A3 applies an LDV-3 effect.

Clothing resistances and damage types

There are several damage types, which differentiate the various ways an attack can hurt - and consequently, the diverse ways clothes can protect from such damage. Clothing may either be -PROOF, -resistant, or lack a resistance to each of the damage types.

If the contestant (or any other human target) receives a certain amount of limb damage in a single attack, they may suffer from injuries: fractures or wounds. Clothing resistances help increase the amount of minimum limb damage which cause an injury. This amount of damage that must not be reached to cause an injury, is called the Injury threshold.

  • Not resistant: 1+ limb damage per hit (any damage results in an injury)
  • -Resistant: 5+ limb damage per hit (resists injury up to 4 damage)
  • -PROOF: 9+ limb damage per hit (resists injury up to 8 damage)
  • Blunt-type refers to unarmed combat and Class 5 weapons that deal damage through blunt force, as well as a number of enemy attacks.
  • Sharp-type refers to Class 5 weapons with blades, or otherwise cutting/sharp methods of damaging used in a slashing motion, as well as a wide variety of enemy attacks.
  • Piercing-type refers to Class 5 weapons with blades, spearheads or similar used in a stabbing motion, as well as non-firearm weapons and a wide variety of enemy attacks relying on a forward thrust in a puncturing motion.
  • Bullet-type damage is affected primarily by Armor Class.
    • Bullet-type damage has no corresponding clothing proofs.
    • Injury: Wounds.
  • Explosion-type damage is not affected by Armor Class nor by clothing resistance. For more information on rules regarding explosives, see here.
    • Explosion-type damage is special in that it has only one Pain value instead of one for each AC; in turn, that same Pain value is the same for all ACs.
    • Explosion-type damage has no corresponding clothing proofs.
  • Special-type damage and all of its subvariants (Spec-Fire, Spec-Aqua, Spec-Ice, Spec-Elec and Spec-Acid) usually (but not always) deal the same amount of Pain across all ACs.
    • Special-type damage has no corresponding clothing proofs.
    • Special-type attacks do not cause injuries, but often cause their own effects. See this section.

See also