Protection chart (no ontology)

From Mazeworld

(Difference between revisions)
(Armor Class)
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=== Armor Class ===
=== 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: '''Naked''', '''Light''', '''Hardskin''', '''Kevlar-2''', '''Kevlar-3''', '''Kevlar-4''' or '''HEV-grade'''.<br />
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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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*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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===== Special ACs =====
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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.
*'''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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**Example: The [[Blue blob|blue blob]]
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*Example: The [[Blue blob|blue blob]]
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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.
*'''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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**Examples: The [[ghost]], the [[enenra]]
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*Examples: The [[ghost]], the [[enenra]]
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=== Clothing resistances and damage types ===
=== Clothing resistances and damage types ===

Revision as of 15:23, 10 July 2013

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 0.1 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 Pain in a single attack, they may suffer from fractures, wounds, blood loss, and so on. Clothing resistances help increase the threshold and prevent such injuries lest stronger attacks occur. This amount of Pain that must not be crossed to cause an injury, is called the Injury threshold.

  • Not resistant: The Injury threshold is multiplied by 1.
  • -Resistant: The Injury threshold is multiplied by 2.
  • -PROOF: The Injury threshold is multiplied by 4.
  • 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 threshold: 15% Pain. Injury effect: 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 threshold: 15% Pain. Injury effect: 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 threshold: 15% Pain. Injury effect: Wounds.
  • Explosion-type refers to explosions caused by rockets, grenades, explosive traps and related attacks.
    • Far-hit explosions: Injury threshold: 15% Pain. Injury effect: Wounds.
    • Close-hit and Direct-hit explosions: Injury threshold: 20% Pain. Injury effect: Limb loss.
  • Bullet-type damage is governed primarily by Armor Class.
    • Every bullet or shotgun pellet causes 0.01 damage to clothes it hits, unless it is bullet-proof.
    • If a single bullet or volley of buckshot/flechette causes 15% Pain or more, the target will lose one unit of blood without causing an open wound. In a way, this is the "injury threshold" of bullet-type damage, with no other way to prevent it than to seek for clothes and armor with higher AC.
  • 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.
    • Check the Damage chart for the different forms of damage that Special-type attacks can cause. Certain of those are preventable, while others aren't.

See also