Armour Layering

From From the Depths Wiki
Jump to: navigation, search

Stacking multiple layers of structural blocks (i.e. armour) provides extra protection in the form of bonus AC (Armour Class) for the outer layers, based on the AC behind them. This only applies to explosive damage and kinetic damage (the latter includes frags, but not thump damage).

Note that only structural blocks benefit from this. E.g. metal, wood, alloy, or stone. Any empty block, non-structural blocks, or the gaps generated by slopes, corners, poles, etc. (as their visual model implies) end the bonus.

General[edit | edit source]

A beam of heavy armour has 40 AC, in one layer:

█ <==[ (my poor illustration of a shell)

100% = 100% = 40AC.


In 2 layers, the layer behind the first adds 100% of its AC (without giving up any of it's own) to the first layer.

█ █ <==[

1 * 40 + 1 * 40 = 40 + 40 = 80 AC for the outer layer. 40 AC for the inner layer, as no layering applies.


In 3 layers, the third layer adds 85% of its AC (without giving up any of it's own) to the first layer (and 100% to the 2. layer)

█ █ █ <==[

0.85 * 40 + 1 * 40 + 1 * 40 = 34 + 40 + 40 = 114 AC for the outer layer and 1 * 40 + 1 * 40 = 80 AC on the middle layer, and 40 AC on the innermost layer.

This bonus continues, as follows:

Additional layer Contribution
1 100%
2 85%
3 70%
4 55%
5 40%
6 25%
7 10% (vs. kinetic only)
8 10% (vs. kinetic only)


Strategy[edit | edit source]

In effect, 2m of a material are 3 times as tough as 1m. 3m are nearly 2 times as strong as 2m. In other words, where 1m metal can be destroyed without too much effort, 3 metres of it is already quite tough to pierce.

If combining several types of armour, it is important to consider both their AC-value, and their hitpoints: A high AC only sets an effective damage multiplier, so having a high AC on blocks with little health may do less than having a medium AC and medium HP.

The damage-multiplier is:

For example, 2m armour with 1m metal and 1m heavy armour:

Metal health = 2100
HA    health = 6000
Metal outside:  layer |   AC    |  2 * AC * health   |     Sum    |
                 2m:  |  55.00  |      231,000       |   711,000  |
               HA1m:  |  40.00  |      480,000       |   480,000  |
Metal inside:         |         |                    |            |
               HA2m:  |  55.00  |      660,000       |   723,000  |
                 1m:  |  15.00  |       63,000       |    63,000  |

Due to the damage-multiplier above, 2 * AC * health is the AP * kineticDamage a kinetic projectile would need to destroy the block, and "Sum" to pierce the armour in one hit. Note that this only applies if the AP value is below 2 * minAC (so only up to AP = 30 in this case).

Note that while wood is effectively paper on its own, backing it with metal can provide you with cost-effective armour due to wood's high health for its cost (although it needs more volume than comparable metal-only armour).

Non-Explosive/Kinetic Damage[edit | edit source]

As stacking only applies to kinetic and explosive damage, thick layers of armour aren't always the best choice. Notably:

  • HESH and HEAT easily spawn fragments behind even the thickest armour – you'll need spaced armour to counter HEAT and HESH.
  • Thump damage, and Lasers ignore the layering-bonus.
    • Moreover, lasers will almost always have more than 80 AP, so the AC of your armour is ignored (as 80 AP deals full damage to even heavy armour).