Every vehicle and the MAX unit has resistance to various types of damage, and the Lightning, Prowler, Vanguard, Magrider, Sunderer, Harasser and ANT have directional armor.

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Armor Edit

Armor is a value that can either decrease or increase incoming damage when an armored vehicle takes damage from a certain direction. Incoming damage is modified by the listed percentage values.

Most of vehicles take normal damage from all sides, and tanks take increased damage from sides and damage dealt to the rear armor is increased by 1.5.

Recent testing has shown that non colossus tanks still have -100 resistance on the bottom armor, so the table has been updated to reflect this.

The direction used in the calculation is based on the position of the player dealing the damage, not which part of the recipient's vehicle is hit.[Media 1]

C4, Tank Mines, and Anti-Vehicle Grenades ignore directional armor.

Vehicle Directional Armor Resistance

Flash

Javelin

Harasser

Lightning MBT

Sunderer

ANT

Colossus Front 0% 0% 0% 0% 0% 0% 0% 25% Top 0% 0% 0% 0% 0% 0% 0% 25% Side 0% 0% 0% -15% -15% 0% 0% 0% Rear 0% 0% 0% -50% -50% 0% 0% -15% Bottom 0% 0% 0% -100% -100% 0% 0% -15%

Aircraft Directional Armor Resistance ESF Valkyrie Liberator Galaxy Front 0% 0% 0% 0% Top 0% 0% 0% 0% Side 0% 0% 0% 0% Rear 0% 0% 0% 0% Bottom 0% 50% 0% 0%

Damage resistance Edit

Damage resistance is a value that can either decrease or increase incoming damage from various types of weapons. A resistance of 100% means the vehicle is not affected at all. A positive number means incoming damage is reduced by that percent. A negative number means incoming damage is multiplied by that percent, dealing extra damage.

Infantry have 0% resistance to all damage types, meaning they take listed damage regardless of damage type.

Damage Calculation Edit

To calculated final damage, resistance and armor percentages must be converted into decimals.

Positive percentage values must be deducted from 100 and divided by 100:

(100 - x ) / 100

Giving us 25% = 0.75 , 50% = 0.5 , 80% = 0.2 and etc.

Negative percentage values, on other hand, must be multiplied by -1 to make them positive and added 100 before dividing by 100:

(x *( -1) + 100) / 100

Giving us -25% = 1.25 , -50% = 1.5 , -100% = 2 , -200% = 3 , -250% = 3.5 and etc.

After that, listed weapon damage, must be multiplied by armor and resistance decimals to calculate final damage:

Damage * Resistance Decimal * Armor Decimal = Final Damage

For example, 725(Default Rocket Launcher) damage, aimed at bottom armor(20%) of Liberator(-70% resistance against Rocket Launchers) will give us this formula:

725 * 1.7 * 0.8 = 986

Shots To Kill Edit

To calculate shots to kill vehicle total health must be dived by final damage and result rounded up, for example liberator STK at bottom armor from Default Rocket Launcher:

5000 / 986 = 5.0709 = 6

By default at 20% health vehicle catches fire, to calculate shots to burn, vehicle health first must be multiplied by 0.8:

(5000 * 0.8) / 986 = 4.0567 = 5

Additionally, template {{STK}} and {{STKRange}} placed on most vehicle and and anti-vehicle articles, such as NS Decimator, M20 Basilisk, M12 Kobalt, C75 Viper and etc, will automatically calculate shots to kill and shots to burn depending on the weapon and target.

Media Edit

References Edit





Census API Sources Edit

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