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Armor is protective clothing that can reduce the
effect of damage in combat. It is highly suggested that you find armor,
wear it and upgrade whenever possible. The better the armor, the more
damage it can protect against. There are three different statistics
that determine the quality of the armor and how much damage it can stop.
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ARMOR CLASS.
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This is the chance that the armor will
force the attack to miss, usually by deflecting the shot. The higher
the Armor Class (AC), the better the armor. The AC acts as a negative
modifier on the attackers chance to hit. Example: A ganger is wearing
Leather armor, which is AC15. A desert ranger has a to hit chance of
65%, after all other modifiers. The chance to hit the target is only
50%.
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DAMAGE THRESHOLD.
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If a character in armor is hit, then the
first thing armor can do is block the damage. Damage Threshold (DT)
is subtracted from the initial amount of damage (what the target would
take if it weren't for the armor.) Example: The desert ranger hits the
ganger from the above example. The attack does 20 points of damage.
Owie! The DT of Leather armor is 4. The first four points of the rangers
attack is stopped cold, leaving only 16 points of damage.
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DAMAGE RESISTANCE.
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The armor can also absorb the energy of
the attack and spread it out over a larger area, reducing the damage
proportionally. Damage Resistance (DR) is the percentage of damage,
after the DT that the attack is reduced by. Example: The ganger is in
hurt shape. Fortunately, Leather armor has a DR of 20%, which reduces
the 16 points of damage to 13 points. Here's the math: 16 - (16 x .2
= 3.2 (round down to 3)) = 13. The Leather armor stopped a little over
a third of the total damage.
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