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* A range modifier, which is 1 at the center of the explosion and decreases linearly to 0.5 at the edge of the explosion.
 
* A range modifier, which is 1 at the center of the explosion and decreases linearly to 0.5 at the edge of the explosion.
* An armour modifier, which is 1 / armour.
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* An armour modifier, which is <math>\frac{1}{\sqrt{\text{AC}}}</math>.
   
The damage value of the explosion is then reduced by 5% times the armour modifier and the computation moves on to the next block.
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The damage value of the explosion is then reduced by 10% of the pre-armour damage dealt and the computation moves on to the next block.
   
Thus, an explosion can do total damage of up to about 20 times the rated damage. This limit does not depend on armour, though lower armour and higher radius will bring the total damage closer to this limit.
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Thus, an explosion can do total damage of up to about 10 times the rated damage.
   
 
== EMP damage ==
 
== EMP damage ==

Revision as of 02:26, 18 July 2016

Armour

Most damage is subject to armour mechanics. Unless stated otherwise, damage is multiplied by

where AP is the shell AP, and AC is the combined armour of the blocks being hit. For a single block, the AC corresponds to its armour. Thus, for a single block, full damage is reached when AP is 2.11 times the armour of the block.

Layered armour

Against explosive or kinetic damage, "structural" blocks (namely wood, stone, metal, and alloy) behind a block being damaged will contribute part of its armour to the AC of the block being hit. The percentage contributed is as follows:

Additional layer Contribution
1 80%
2 60%
3 40%
4 20%
5 10% (vs. kinetic only)
6 10% (vs. kinetic only)

For example, four additional layers of metal (not counting the block being hit itself) add 8+6+4+2 = 20 AC, making the total AC to be 30.

Kinetic damage

Kinetic damage is dealt by fragmentation warheads and all cannons. The amount of damage dealt depends on the impact angle.

The kinetic damage is computed by multiplying the total kinetic damage of the shell by the armour ratio defined above. Once the shell hits a block, the block loses health equal to the kinetic damage of the shell times the armour ratio. If this value is higher than the total health of the block, the block is destroyed and the damage is propagated to the next block.

For this reason, kinetic damage is the type of damage suitable for penetrating armour and damaging components inside the vehicle.

When striking from outside, kinetic damage is reduced to a factor . If the projectile fails to destroy the initial block, it has a chance of ricocheting of

in which case it retains the damage potential not dealt through the factor.

Melee damage

Melee damage is dealt by thumper warheads and collisions.

Laser damage

Laser damage is dealt by lasers.

Damage is reduced by smoke and water.

Explosive damage

Explosive damage is dealt by cannons or missiles with explosive warheads and exploding components.

Explosive radius has a hard cap of 10 m.

Explosive damage is applied block-by-block. For each block affected, the explosion does damage equal to its current damage value times the following modifiers:

  • A range modifier, which is 1 at the center of the explosion and decreases linearly to 0.5 at the edge of the explosion.
  • An armour modifier, which is .

The damage value of the explosion is then reduced by 10% of the pre-armour damage dealt and the computation moves on to the next block.

Thus, an explosion can do total damage of up to about 10 times the rated damage.

EMP damage

EMP damage is dealt by advanced cannons and missiles with EMP Warheads.

EMP damage is not subject to reduction from armour.

When a construct is hit by EMP damage, a charge is created with damage potential equal to the rated damage. The charge propagates from block to block. Upon visiting a block:

  • The EMP charge deals damage equal to the EMP susceptibility of the block times the damage potential, but not more than is needed to destroy the block. The dealt damage is subtracted from the damage potential.
  • The protective drainage of the block is subtracted from the damage potential.

The pathfinding algorithm operates similarly to Dijikstra's algorithm, but instead of choosing the node (block) with the shortest total path at each iteration, it chooses the node which maximizes the amount of total damage dealt minus the amount of total damage lost to protective drainage on the path to that node. The search terminates after 1000 nodes have been visited, the charge used (damage dealt + protective drainage) reaches 1.2 times the original damage potential, or no more nodes are reachable. At this point the visited node with the highest damage dealt on the path to that node is chosen. Surge Protectors count as taking full damage for purposes of the propagation decision.