Protection chart (no ontology)

From Mazeworld

(Difference between revisions)
(Clothing resistances and damage types)
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** '''Far-hit''' and '''Distant-hit''' explosion injuries: [[Wound|Wounds]].
** '''Far-hit''' and '''Distant-hit''' explosion injuries: [[Wound|Wounds]].
** '''Close-hit''' and '''Direct-hit''' explosion injuries: [[Severed limb|Limb loss]].
** '''Close-hit''' and '''Direct-hit''' explosion injuries: [[Severed limb|Limb loss]].
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** For the purpose of injury checking, the amount of Pain 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 injury threshold is compared to the amount of Pain the explosive attack dealt.
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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.
** 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.
** 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.
*** ''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.
*** ''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.

Revision as of 20:50, 12 November 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.
  • 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.

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.
  • 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.
  • Explosion-type refers to explosions caused by rockets, grenades, explosive traps and related attacks.
    • Far-hit and Distant-hit explosion injuries: Wounds.
    • Close-hit and Direct-hit explosion injuries: Limb loss.
    • 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.
      • 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.
    • 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.
      • 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.
    • 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.
    • Every bullet or shotgun pellet causes 0.1 damage to clothes it hits, unless it is bullet-proof. Certain types of armor-piercing ammo may ignore the bullet-proof trait.
    • Injury: Wounds.
  • 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.

See also