Protection chart (no ontology)
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'''Example protection chart''' of [[Clothing and armor|clothing and armor]]. | '''Example protection chart''' of [[Clothing and armor|clothing and armor]]. | ||
- | + | === List of body parts === | |
*Light red: Head | *Light red: Head | ||
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*Dark red: Face ([[Secondary effect|Face-concealing]] clothing) | *Dark red: Face ([[Secondary effect|Face-concealing]] clothing) | ||
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*Light blue: Upper body | *Light blue: Upper body | ||
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*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 | ||
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*Light green: Lower body | *Light green: Lower body | ||
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*Green: Legs | *Green: Legs | ||
*Dark green: Knees | *Dark green: Knees | ||
*Magenta: Crotch | *Magenta: Crotch | ||
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*Yellow: Feet | *Yellow: Feet | ||
- | Armor | + | === 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''': [[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'''. | |
- | * | + | *'''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|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. | |
+ | ** 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]]. | ||
- | *''' | + | *'''Bullet-type''' damage is affected primarily by '''Armor Class'''. |
- | + | ** Bullet-type damage has no corresponding clothing proofs. | |
- | + | ** Injury: [[Wound|Wounds]]. | |
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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]]. | |
+ | ** 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 [[Secondary effects#Elemental|this section]]. | |
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== 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.
- Injury: Fractures.
- 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.
- Injury: Wounds.
- 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.
- Injury: Wounds.
- 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.