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Armour Layering
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Armour Layering
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Stacking multiple layers of structural blocks (i.e. armour) provides extra protection in the form of bonus AC ([[Damage#Armour|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), and the effect only extends one layer deep. Note that only structural blocks benefit from this. E.g. [[metal]], [[wood]], [[Light-weight Alloy|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 == A beam of [[Heavy Armour|heavy armour]] has 60 AC, in one layer: β <==[ (my poor illustration of a [[Advanced Cannon|shell]]) 100% = 100% = 60AC. In 2 layers, the layer behind the first adds 20% of its AC (without giving up any of its own) to the first layer. β β <==[ 1 * 60 + 0.2 * 60 = 60 + 12 = 72 AC for the outer layer. 60 AC for the inner layer, as no layering applies. == Strategy == 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|damage-multiplier]] is: <math>a = \min \left(\frac{\text{AP}}{\text{AC}}, 1 \right)</math> For example, 2m armour with 1m [[metal]] blocks and 1m [[Heavy Armour|heavy armour]] blocks: Metal health = 350 HA health = 1250 Metal outside: layer | AC | AC * health | Sum | 2m: | 52.00 | 18,200 | 93,200 | HA1m: | 60.00 | 75,000 | 75,000 | Metal inside: | | | | HA2m: | 68.00 | 85,000 | 99,000 | 1m: | 40.00 | 14,000 | 14,000 | Due to the damage-multiplier above, 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 minAC (so only up to AP = 40 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 === As stacking only applies to kinetic and explosive damage, thick layers of armour aren't always the best choice. Notably: * [[Advanced_Cannon#Squash_heads|HESH]] and [[Advanced_Cannon#Shaped_charge_head|HEAT]] easily spawn fragments behind even the thickest armour β you'll need [[Spaced Armour|spaced armour]] to counter HEAT and HESH. * [[Damage#Thump Damage|Thump damage]], and [[Laser]]s 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|heavy armour]]). [[Category:Defences]]
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