Protection chart (no ontology)

From Mazeworld

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(Clothing resistances and damage types)
 
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<div class="infobox">
<div class="infobox">
{|
{|
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| '''Parts covered'''
 
| colspan="2" | <[#img [hash EZN6JP7GWXRHRKJN31MDMMKG34]]>
| colspan="2" | <[#img [hash EZN6JP7GWXRHRKJN31MDMMKG34]]>
-
|-
 
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| '''Armor class'''
 
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| colspan="2" | Hardskin
 
-
|-
 
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| '''Blunt hits'''
 
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| colspan="2" | '''Bluntproof'''
 
-
|-
 
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| '''Sharp hits'''
 
-
| colspan="2" | Not resistant
 
-
|-
 
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| '''Piercing hits'''
 
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| colspan="2" | <span style="color: white">Resistant</span>
 
-
|-
 
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| '''Explosions'''
 
-
| colspan="2" | Not resistant
 
|}
|}
</div>
</div>
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'''Example protection chart''' of [[Clothing and armor|clothing and armor]].
'''Example protection chart''' of [[Clothing and armor|clothing and armor]].
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Body parts that may be covered:
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=== List of body parts ===
*Light red: Head
*Light red: Head
-
 
*Dark red: Face ([[Secondary effect|Face-concealing]] clothing)
*Dark red: Face ([[Secondary effect|Face-concealing]] clothing)
-
 
*Light blue: Upper body
*Light blue: Upper body
-
 
*Blue: Arms
*Blue: Arms
*Dark blue: Elbows
*Dark blue: Elbows
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*White: Hands ([[List of Handgear|Handgear]])
*White: Hands ([[List of Handgear|Handgear]])
*Violet: Chest
*Violet: Chest
-
 
*Light green: Lower body
*Light green: Lower body
-
 
*Green: Legs
*Green: Legs
*Dark green: Knees
*Dark green: Knees
*Magenta: Crotch
*Magenta: Crotch
-
 
*Yellow: Feet
*Yellow: Feet
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Armor classes, in order of effectiveness: '''Naked''', '''Light''', '''Hardskin''', '''Kevlar-2''', '''Kevlar-3''', '''Kevlar-4''' or '''HEV-grade'''.<br />
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=== Armor Class ===
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This is important to know about '''how well it protects from bullets and other types of damage.''' Certain creatures may be considered to have special AC, '''Blob''' or '''Ghost''' armor class.
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*'''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.
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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.
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*Example: The [[Blue blob|blue blob]]
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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).
 +
** 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.
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*'''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.
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=== Clothing resistances and damage types ===
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*Examples: The [[ghost]], the [[enenra]]
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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.
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Clothing may either be '''-PROOF''', '''-resistant''', or '''lack a resistance''' to each of the damage types.
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Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
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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'''.
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*When it is '''proof''', '''neither the contestant nor the clothing can be damaged.'''
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*'''Not resistant''': 1+ limb damage per hit (any damage results in an injury)
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*When it is '''resistant''', the contestant may take damage from a hit of this type, but '''not the clothes'''. It will also protect from any wounds it may cause.
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*'''-Resistant''': 5+ limb damage per hit (resists injury up to 4 damage)
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*When it is '''not resistant''', the contestant '''will be [[Wound|wounded]] by a hit of this type''', and every hit will '''damage the clothing'''.
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*'''-PROOF''': 9+ limb damage per hit (resists injury up to 8 damage)
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Types of damage:
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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.
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** Injury: [[Broken limb|Fractures]].
 +
*'''Sharp-type''' refers to [[List of Class 5 Weapons|Class 5 weapons]] with blades, or otherwise cutting/sharp methods of damaging used in a slashing motion, as well as a wide variety of [[Encounters|enemy]] attacks.
 +
** Injury: [[Wound|Wounds]].
 +
*'''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]].
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*'''Blunt hits''' refer 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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*'''Bullet-type''' damage is affected primarily by '''Armor Class'''.
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*'''Sharp hits''' refer to [[List of Class 5 Weapons|Class 5 weapons]] with blades, or otherwise cutting/sharp methods of damaging, as well as a wide variety of [[Encounters|enemy]] attacks.
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** Bullet-type damage has no corresponding clothing proofs.
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*'''Piercing''' refer to hits from [[arrow|arrows]], [[crossbow bolt|crossbow bolts]], [[nailgun nail|nailgun nails]], the [[Taser M26]]'s electrodes, and several [[Encounters|enemy]] attacks.
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** Injury: [[Wound|Wounds]].
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*'''Explosions''' refer to explosions caused by '''rockets''', '''grenades''', or explosive-natured [[Trap|traps]].
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*'''Bullet-type''' damage depends on '''armor class''', and '''no armor or clothing is veritably bullet-proof''' - it only resists more or less to them. If the bullet causes 20% Pain or more, the target will lose one unit of [[Bleeding|blood]].
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*'''Fire''' and '''acid''' will '''always damage clothes''' and '''hurt the contestant'''.
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In short:
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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]].
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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.
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** Explosion-type damage has no corresponding clothing proofs.
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{|
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*'''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.
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| Damage type
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** Special-type damage has no corresponding clothing proofs.
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| colspan="2" | May cause
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** Special-type attacks do not cause injuries, but often cause their own effects. See [[Secondary effects#Elemental|this section]].
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| colspan="2" | Affected by armor class?
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| colspan="2" | Affected by clothing proofs?
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-
|-
+
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| Blunt
+
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| colspan="2" | [[Broken limb|Broken limbs]]
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-
| colspan="2" | Yes
+
-
| colspan="2" | Yes
+
-
|-
+
-
| Sharp/Piercing/Far-hit Explosions
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| colspan="2" | [[Wound|Wounds]]
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| colspan="2" | Yes
+
-
| colspan="2" | Yes
+
-
|-
+
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| Close/Direct-hit Explosions
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| colspan="2" | [[Severed limb|Severed limbs]]
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| colspan="2" | Yes
+
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| colspan="2" | Yes
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|-
+
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| Bullets
+
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| colspan="2" | [[Bleeding]]
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| colspan="2" | Yes
+
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| colspan="2" | '''NO'''
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-
|-
+
-
| Fire/Acid/Special
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| colspan="2" | Variable
+
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| colspan="2" | '''NO'''
+
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| colspan="2" | '''NO'''
+
-
|}
+
== 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