Protection chart (no ontology)

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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'''
 
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| colspan="2" | Not resistant
 
|}
|}
</div>
</div>
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*Yellow: Feet
*Yellow: Feet
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=== AC and clothing resistance ===
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=== Armor Class ===
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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 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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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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* 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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*Example: The [[Blue blob|blue blob]]
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=== Clothing resistances and damage types ===
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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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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.
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*Examples: The [[ghost]], the [[enenra]]
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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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Clothing may either be '''proof''', '''resistant''', or '''not resistant'''.
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*'''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)
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*'''PROOF''': The contestant takes no damage, and the impact fails to damage the piece of clothing.
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*'''-PROOF''': 9+ limb damage per hit (resists injury up to 8 damage)
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*'''Resistant''': The contestant takes damage, and the impact '''decreases by 0.1''' the damage counter of the affected clothing.
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*'''Not resistant''': The contestant takes damage, and the impact '''decreases by 1''' the damage counter of the affected clothing.
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-
 
+
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=== Damage types ===
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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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** Blunt-type damage can cause [[Broken limb|fractures]]. A minimum of '''Blunt-PROOF''' is required to be protected from fractures.
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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.
*'''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.
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** Sharp-type damage can cause [[Wound|wounds]]. A minimum of '''Sharp-resistant''' is required to be protected from wounds.
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** Injury: [[Wound|Wounds]].
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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 [[arrow|arrows]], [[crossbow bolt|crossbow bolts]], [[nailgun nail|nailgun nails]], the [[Taser M26]]'s electrodes, and several [[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.
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** Piercing-type damage can cause [[Wound|wounds]]. A minimum of '''Piercing-resistant''' is required to be protected from wounds.
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** Injury: [[Wound|Wounds]].
-
*'''Explosion-type''' refers to explosions caused by '''rockets''', '''grenades''', explosive-natured [[Trap|traps]] or other sources of things going boom.
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** '''Far-hit''' explosions can cause [[Wound|wounds]]. A minimum of '''Explosion-resistant''' is required to be protected from wounds.
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*'''Bullet-type''' damage is affected primarily by '''Armor Class'''.
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** '''Close-hit''' and '''Direct-hit''' explosions can cause [[Severed limb|limb loss]]. A minimum of '''Explosion-resistant''' is required to be protected from limb loss.
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** Bullet-type damage has no corresponding clothing proofs.
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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.
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** Injury: [[Wound|Wounds]].
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** Every bullet or shotgun pellet successfully landing on a piece of clothing '''decreases the Damage counter by 0.01'''.
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** If a single bullet or volley of [[buckshot]]/[[flechette]] causes 15% Pain or more, the target will lose one unit of [[Bleeding|blood]] without causing an open [[wound]].
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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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*'''SPECIAL-type''' will '''always damages clothes''' and '''hurt the contestant'''.
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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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** 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 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.
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** 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