Difference between revisions of "Protection"
From DoomRL Wiki
Game Hunter (Talk | contribs) |
Omega Tyrant (Talk | contribs) (Removed the paragraph about armor durability, as that is information relevant on the armor page and not here.) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{infostrat switch}} | {{infostrat switch}} | ||
− | Protection (often called armor) is a way for the player and | + | Protection (often called armor) is a way for the player and enemies to reduce the amount of damage they take. In damage calculation, the amount of protection is flatly subtracted from the damage (e.g. if the player is hit by an attack that rolls 10 damage while wearing armor with a protection value of 2, the player will sustain 8 damage). Certain [[damage type]]s will change how much protection reduces damage however; if the damage type is [[shrapnel]], protection will be doubled in damage calculation (e.g. if the player is a shrapnel attack that rolls 10 damage while wearing armor with 2 protection, the effective protection will be doubled to 4 and thus the player will sustain 6 damage), while if the damage type is [[plasma]], protection will be halved in damage calculation, and rounded down if the initial protection is an odd number (e.g. if the player is hit by a plasma attack that rolls 10 damage while wearing armor with 3 protection, the effective protection will be halved to 1 and thus the player will sustain 9 damage). When it comes to attacks that strike multiple times in a single action (such as from firing a [[chaingun]]), protection is applied separately to each individual strike in damage calculation. When [[resistance]]s are factored, protection will be applied in damage calculation after resistances are applied (e.g. if the player is hit by a 16 damage attack while having 4 protection and also possessing 50% resistance to the attack, the resistance will first reduce it to 8 damage and then protection will be subtracted from it to result in the player sustaining 4 damage). No matter how high protection is, it will never reduce the damage sustained below 1 (unless the player has the [[Survivalist]] trait, where then they'll have a random 50% chance to take no damage from an attack that they would have enough protection to reduce to 0 or below). |
− | + | Protection from [[armor]] only applies when a being is hit by any attack, while protection from boots only applies to the damage from hazardous tiles like [[Fluids|acid and lava]]. There are a few sources of damage (kill levers and teleports) that don't use protection from either armor or boots. Inherent protection that most enemies have, and the player can obtain from the [[Tough as Nails]] trait, apply to all sources of damage. | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
Sometimes the protection value of a piece of armor changes when it is damaged. In this case, the initial protection value before the armor is damaged is still applied against the damage from the same attack that damaged the armor. | Sometimes the protection value of a piece of armor changes when it is damaged. In this case, the initial protection value before the armor is damaged is still applied against the damage from the same attack that damaged the armor. | ||
− | |||
− | |||
− | |||
− | |||
− |
Latest revision as of 09:57, 3 June 2025
Game Data | Strategy |
Protection (often called armor) is a way for the player and enemies to reduce the amount of damage they take. In damage calculation, the amount of protection is flatly subtracted from the damage (e.g. if the player is hit by an attack that rolls 10 damage while wearing armor with a protection value of 2, the player will sustain 8 damage). Certain damage types will change how much protection reduces damage however; if the damage type is shrapnel, protection will be doubled in damage calculation (e.g. if the player is a shrapnel attack that rolls 10 damage while wearing armor with 2 protection, the effective protection will be doubled to 4 and thus the player will sustain 6 damage), while if the damage type is plasma, protection will be halved in damage calculation, and rounded down if the initial protection is an odd number (e.g. if the player is hit by a plasma attack that rolls 10 damage while wearing armor with 3 protection, the effective protection will be halved to 1 and thus the player will sustain 9 damage). When it comes to attacks that strike multiple times in a single action (such as from firing a chaingun), protection is applied separately to each individual strike in damage calculation. When resistances are factored, protection will be applied in damage calculation after resistances are applied (e.g. if the player is hit by a 16 damage attack while having 4 protection and also possessing 50% resistance to the attack, the resistance will first reduce it to 8 damage and then protection will be subtracted from it to result in the player sustaining 4 damage). No matter how high protection is, it will never reduce the damage sustained below 1 (unless the player has the Survivalist trait, where then they'll have a random 50% chance to take no damage from an attack that they would have enough protection to reduce to 0 or below).
Protection from armor only applies when a being is hit by any attack, while protection from boots only applies to the damage from hazardous tiles like acid and lava. There are a few sources of damage (kill levers and teleports) that don't use protection from either armor or boots. Inherent protection that most enemies have, and the player can obtain from the Tough as Nails trait, apply to all sources of damage.
Sometimes the protection value of a piece of armor changes when it is damaged. In this case, the initial protection value before the armor is damaged is still applied against the damage from the same attack that damaged the armor.