Difference between revisions of "Armor"
From DoomRL Wiki
Shark20061 (Talk | contribs) (Updated page with a few changes impacting assembled armor/boots (0996)) |
(→Assembled) |
||
Line 63: | Line 63: | ||
* {{assembly link|antigrav boots}} (any) | * {{assembly link|antigrav boots}} (any) | ||
* {{assembly link|cerberus boots}} (any) | * {{assembly link|cerberus boots}} (any) | ||
− | * {{assembly link| | + | * {{assembly link|environmental boots}} (any) |
* {{assembly link|fireproof boots}} (any) | * {{assembly link|fireproof boots}} (any) | ||
* {{assembly link|grappling boots}} (any) | * {{assembly link|grappling boots}} (any) |
Revision as of 21:25, 8 December 2012
Armor is the last line of defense between you and anything that wants to kill you.
Primarily, armor is used as a way to prevent damage, but there are other statistics. The most important ones are as follows:
- Protection: This is the amount of damage that is absorbed by the armor. Typically, you subtract the protection value from damage taken and the difference is how much damage the player takes, although damage types can change this result.
- Resistances: This is an additional source of damage reduction that applies differently to each damage type.
There are separate resistances for body and legs - almost exclusively these are granted by body armors for body and by boots for legs. As with armor and boots protection, respective resistances are only applied according to the source of damage - legs resistance is applied against hazardous terrain only, body resistances are applied against any other source of damage. Another source is being berserk, which grants 60% resistance to everything while active.
- Movespeed modifier: This is how much the armor affects your movespeed. It can be a positive number, meaning that you move faster while wearing the armor, or a negative number, meaning that you move slower instead.
- Knockback modifier: This affects how much by which the player is knocked back from damage sources. It can be a positive number, meaning you will get knocked back farther than normal, or a negative number, meaning you will get knocked back less.
Contents |
Body Armor
Wearing body armor provides protection against most sources of damage: enemy attacks, splash damage, and explosions. Note that body armor has no effect on damage from hazardous terrain.
Standard
Assembled
- ballistic armor (any)
- cerberus armor (any)
- cybernano armor (any)
- fireproof armor (any)
- fireshield (red)
- nanofiber armor (any)
- nanofiber skin armor (any)
- tower shield (red)
- power armor (any)
- tactical armor (green)
Special
- ballistic shield
- ballistic vest
- bullet-proof vest
- duelist armor
- energy-shielded vest
- energy shield
- gothic armor
- medical armor
- phaseshift armor
- plasma shield
- onyx armor
- Berserker Armor
- Cybernetic Armor
- Lava Armor
- Malek's Armor
- Medical Powerarmor
- Necroarmor
- Shielded Armor
- Angelic Armor
Foot Armor (Boots)
Wearing boots provides protection against hazardous terrain. They are also a source of reducing knockback or increasing movespeed of a player with the help of mods.
Standard
Assembled
- antigrav boots (any)
- cerberus boots (any)
- environmental boots (any)
- fireproof boots (any)
- grappling boots (any)
- lava boots (any)
- tactical boots (steel)