Protection chart (no ontology)
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SU Tempest (Talk | contribs) (→Clothing resistances and damage types) |
SU Tempest (Talk | contribs) (→Clothing resistances and damage types) |
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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]]. | ||
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*'''Bullet-type''' damage is governed primarily by '''Armor Class'''. | *'''Bullet-type''' damage is governed primarily by '''Armor Class'''. | ||
- | ** Every bullet or shotgun pellet '''causes 0.1 damage''' to clothes it hits | + | ** Bullet-type damage has no corresponding clothing proofs. Every bullet or shotgun pellet '''causes 0.1 damage''' to clothes it hits. |
+ | ** Clothing with the '''bullet-proof secondary effect''' allow the clothing (but not the wearer!) to not be damaged when hit by bullets (and even then, certain ammunition types can bypass this protection.) | ||
** Injury: [[Wound|Wounds]]. | ** Injury: [[Wound|Wounds]]. | ||
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+ | *'''Explosion-type''' damage is not affected by Armor Class nor by clothing resistance. Explosives have a singular damage value, which is affected by '''explosion distance''' (as described in the [[Gameplay mechanics#Explosives|mechanics]]). 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. When an explosion hits a target wearing clothes, the amount of damage done to the clothing depends on the explosion type: | ||
+ | *** If it was a '''standard explosion''', which causes '''splash damage''', then '''ALL clothes''' worn by the target '''suffer 1 damage'''. | ||
+ | *** If it was a '''localized explosion''' (FRAG-12, explosive arrows...), then only the clothing that covered the body part hit will '''suffer 1 damage'''. | ||
+ | ** Clothing with the '''explosion-proof secondary effect''' allow said clothing to resist explosion damage better ('''0.1 damage''' instead of 1), as well as halving all incoming [[Pain]] and [[Limb damage]]. | ||
*'''Special-type''' will '''always damages clothes''' and '''hurt the contestant''', very often with a flat damage curve, which essentially ignores completely Armor Class. | *'''Special-type''' will '''always damages clothes''' and '''hurt the contestant''', very often with a flat damage curve, which essentially ignores completely Armor Class. |
Revision as of 16:28, 19 December 2014
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: Naked, Light, Hardskin, Kevlar-2, Kevlar-3, Kevlar-4 or HEV-grade.
- 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
Certain creatures are assigned a non-standard Armor Class, each with their own effects:
- 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
- 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
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.
- Not resistant: The impact causes 1 damage to the affected clothing.
- -Resistant: The impact causes 0.5 damage to the affected clothing.
- -PROOF: The impact fails to damage the affected clothing.
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.
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, wounds, or 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.
- Not resistant: 1+ limb damage per hit.
- -Resistant: 2+ limb damage per hit.
- -PROOF: 4+ limb damage per hit.
- 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 governed primarily by Armor Class.
- Bullet-type damage has no corresponding clothing proofs. Every bullet or shotgun pellet causes 0.1 damage to clothes it hits.
- Clothing with the bullet-proof secondary effect allow the clothing (but not the wearer!) to not be damaged when hit by bullets (and even then, certain ammunition types can bypass this protection.)
- Injury: Wounds.
- Explosion-type damage is not affected by Armor Class nor by clothing resistance. Explosives have a singular damage value, which is affected by explosion distance (as described in the mechanics). 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. When an explosion hits a target wearing clothes, the amount of damage done to the clothing depends on the explosion type:
- If it was a standard explosion, which causes splash damage, then ALL clothes worn by the target suffer 1 damage.
- If it was a localized explosion (FRAG-12, explosive arrows...), then only the clothing that covered the body part hit will suffer 1 damage.
- Clothing with the explosion-proof secondary effect allow said clothing to resist explosion damage better (0.1 damage instead of 1), as well as halving all incoming Pain and Limb damage.
- Special-type will always damages clothes and hurt the contestant, very often with a flat damage curve, which essentially ignores completely Armor Class.
- Such attacks always cause the affected clothing's Damage counter to be decreased by 1, so be careful.
- Special-type attacks do not cause injuries, but often cause their own effects; see the Damage chart for more info.