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Old January 22nd, 2007, 03:10 AM
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Default Re: SEV Beta History starting V1.0

Previously, a damage percent of zero would mean that the armor is skipped.
If you want to skip armor, that is what penetration percent = 100 is for.
Damage percent zero should mean zero damage taken. (And now it does)

As far as hardcode changes, this implies only a removal of the special case checks, and lets the mathematics be free.



Practical example:

Start with the incident damage points from a weapon.

Split it into Penetrating and Absorbing portions...
Penetration = Damage * penetration percent
Absorbed = Damage - Penetration


EG:
Given a 50 damage weapon.
100% penetration = 0 points to the armor, 50 points skip to the hull.
50% penetration = 25 points to the armor, 25 points to the hull
0% penetration = 50 points to the armor, 0 points to the hull.
Logically then,
200% penetration = -50 points to the armor, 100 points to the hull
-100% penetration = 50 points to the armor, -50 points to the hull

Then, apply the damage percent:
Eg:
HP = HP - Absorbed * damage percent
If HP<0 then penetration = penetration -(HP / damage percent)
// If armor is destroyed, overkill damage becomes penetrating damage

50 damage points absorbed by armor means...
200% damage = 100 HP lost.
100% damage = 50 HP lost.
50% damage = 25 HP lost.
0% damage = 0 HP lost.
-100% damage = 50 HP regained.

Finding a use for the options is up to you.


For example, "antimatter armor"
-------------
Against "physical" damage type, it has a penetration percent of 200, and a damage percent of -100
Thus 50 damage worth of DUC projectile means 100 damage to the hull, and 50 damage to the armor. (Atomic KABOOM!)

Against an Antiproton Beam, doing "antimatter" damage type, it could have a penetration percent of zero and a damage percent of zero. Making the ship immune to APBs until the armor is destroyed by other weapons.

Also consider a Fantasy mod.
Fire damage vs Fire armor could have a penetration percent of 5, and a damage percent of -100.

Thus a 20 points fire spell would deal 1 damage to the target, and boost the hitpoints of the target's armor by 19 points.
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