Armor

=Damage Mechanics=

To understand how armor works you will have to look into the general damage mechanics.

Each ship has two layers that involve the "health"/"damage" of the ship.

The "bot layer"(bottom layer) contains the information of the interior modules and shape of the accessible area for module placement in the ship editor. It is what you essentially "see" in the interior view. The "top layer" contains the design of ship's outer hull and acts as a standard layer of additional health for each pixel tile, and protects the bot layer.

The integrity information is stored in the alpha channel (transparency gradient) of each layer, each tile (pixel) thus has 255x2=510 HP



(Ship layers chart by Blood_Red_Hunter)

"When ships get damaged in combat, the top layer will be damaged first, and any damage that goes through will then damage the bot layer.

Collisions with asteroids will damage both layers, but existance of the top layer will reduce the damage, thus if your top layer is damaged, you will suffer more from asteroid collisions.

When the top layer is removed/destroyed, but the bottom layer is still present, the area will look golden circuit esque, which represents the bot layer.

The pixel tiles will only be completely destroyed and disappear when both layers are completely damaged.

Damage Calculations:

When a bullet hits a ship, the damage is then applied to the tiles as a map. Damage maps are essentially a grid with varying numbers to represent how much damage will be applied to which pixel. Damage can thus be applied in different shapes to simulate different detonation patterns/armour piercing/shaped charges, etc.

For damage applied to a specific tile:

Unit damage = {damage modifier of bullet} x {Damage that would be applied to that pixel (from damage map)}

For tiles with no armor, the direct damage will be applied, without any nullification.(Except when certain talents are applied)"

You can visit this tutorial on Steam for a more comprehensive explanation on damage mechanics.

=Tier 1 Armor=



Tier 1 armor will reduce any damage after 8 already recived units by the half and then by additional 40 Units, the exact formula: if(damage>8)Math.Max(8,(Incoming damage/2)-40). It means for any incoming damage from 8 to 96 units you will recive 8 damage, for anything up to 240 you will recive less then 30% of the damage. For greater numbers the percentage of recived damage will very slowly climb from 30% torwards 50%.

For the rough estimation: after reciving 8 damage Tier 1 armor will always reduce the damage at least by 1/2

The resultant damage, after the armour calculations would then be applied to the "top" layer tile first, and if it manages to deplete the HP of the top layer (>255 damage), the top layer will be destroyed it will proceed to apply that damage to the "bot" layer. If the bot layer's HP is also depleated (>255 damage, >509 damage in total), the entire tile will be destroyed.

=Tier 2.5 Armor (type B)=



Tier 2.5 armor will reduce any damage after 4 already recived units by two thirds and then by additional 65 Units, the exact formula: if(damage>4)Math.Max(4,(Incoming damage/3)-65). It means for any incoming damage from 4 to 207 units you will recive 4 damage, for anything up to 487 you will recive less then 20% of the damage. For greater numbers the percentage of recived damage will very slowly climb from 20% torwards 33%.

For the rough estimation: after reciving 4 damage Tier 2.5 armor will always reduce the damage at least by 2/3

The resultant damage, after the armour calculations would then be applied to the "top" layer tile first, and if it manages to deplete the HP of the top layer (>255 damage), the top layer will be destroyed it will proceed to apply that damage to the "bot" layer. If the bot layer's HP is also depleated (>255 damage, >509 damage in total), the entire tile will be destroyed.

=References=