Table of Contents
Armour is an attribute that absorbs/deflects attack damage.
Example:
<Traits>
<Armour
value="3"
crush="0.5"
hack="0.5
pierce="0.0"
/>
</Traits>
Value
BRIEF DESCRIPTION :: Value of Armour.
The value of armour an entity has is a total sum of the three armour types of crush, hack, and pierce. As an entity is attacked by an opposing entity, the armour absorbs (or deflects - however you would like to view it) the damage points of that attack action.
Note: No matter how strong your armour is, or how weak your attacker's damage is - every time the entity is attacked they lose one hit point. So theoretically, you could destroy a structure with a horde of low level swordsmen (not the ideal choice for attack). It might take you 20 minutes to do it, but you could do it. Same goes for a battering ram vs. a hero; you can do it, but it would take a long time, and chances are that the hero would destroy your battering ram before you could take off 5 hitpoints.
So lets break down a combat example:
Unit A attacks Unit B.
Unit A's attack:
- damage = 10
- crush = 10% (* = 1.0)
- hack = 60% (* = 6.0)
- pierce = 30% (* = 3.0)
Unit B's armour:
- value = 5
- crush = 80% (* = 4.0)
- hack = 10% (* = 0.5)
- pierce = 10% (* = 0.5)
When the attack occurs, here is how it is broken down:
1.0 (Unit A's calculated crush damage) - 4.0 (Unit B's calculated crush armour)
0.0 crush penetrates
6.0 (Unit A's calculated hack damage) - 0.5 (Unit B's calculated hack armour)
5.5 hack penetrates
3.0 (Unit A's calculated pierce damage) - 0.5 (Unit B's calculated pierce armour)
2.5 penetrates
This totals to a total hit point loss of 8 hitpoints for Unit B.
The percentage of crush, hack, and pierce cannot exceed 100% in sum.
Armour values are low for Citizen Soldiers ... as they gain rank, their armour value increases. Heroes and Super Units usually have a high value in armour as they appear late in the game.
Crush
BRIEF DESCRIPTION :: Percentage of Armour that is crush.
Crush armour is a type of armour that is used to protect from crush attack.
Nonmechanical units typically have a very high resistance to crush attack. Structures and Mechanical units usually have a very low value of crush armour. This is so that battering rams are not effective vs. infantry, and infantry are not effective vs. structures.
Hack
BRIEF DESCRIPTION :: Percentage of Armour that is hack.
Hack armour is protection from blunt/melee type attacks.
Nonmechanical units are susceptible to this type of attack.
Pierce
BRIEF DESCRIPTION :: Percentage of Armour that is pierce.
Pierce armour is protection from pointed/ranged type attacks.
Nonmechanical units are susceptible to this type of attack.