Difference between revisions of "FMaxArmorRating"
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{| border="1" cellpadding="5" cellspacing="0" | {| border="1" cellpadding="5" cellspacing="0" | ||
!style="background:#ffdead;" width="100" | Description | !style="background:#ffdead;" width="100" | Description | ||
|style="background:#ffeded;" | | |style="background:#ffeded;" | Determines the maximum amount of armor. | ||
Determines the maximum amount of armor. | |||
This decimal value is used to determine the maximum armor contribution of all equipped items and effects. The default is 85.00. Since armor rating is the percentage of damage withheld from the target, the best that any combination of armor can do is remove 85% of damage done. It would be potentially dangerous to let this value get too close to 100. | This decimal value is used to determine the maximum armor contribution of all equipped items and effects. The default is 85.00. Since armor rating is the percentage of damage withheld from the target, the best that any combination of armor can do is remove 85% of damage done. It would be potentially dangerous to let this value get too close to 100.<ref>Unclear in what form this is potentially dangerous—stability of the game or in terms of being overpowered.</ref> | ||
Fractional values are retained at all times. An actor's health is a floating point value, as are the weapon damage and armor rating. All calculations are made as floats. Every piece of armor contributes it's armor value directly to this value. Every % of shield and fire/shock/frost shield also adds 1 armor. | Fractional values are retained at all times. An actor's health is a floating point value, as are the weapon damage and armor rating. All calculations are made as floats. Every piece of armor contributes it's armor value directly to this value. Every % of shield and fire/shock/frost shield also adds 1 armor. | ||
A value of 0 removes the cap entirely (no limit to armor rating). | |||
|- | |- | ||
!style="background:#ffdead;" |Default value | !style="background:#ffdead;" | Default value | ||
|style="background:#ffeded;" | | |style="background:#ffeded;" | 85.0000 | ||
85.0000 | |||
|} | |} | ||
[[ | ''Note: There are two very similar looking, but different, settings, fMaxArmorRating, which sets the maximum percentage of damage that can be blocked by armor, and which defaults to 85, and [[fArmorRatingMax]].'' | ||
==References== | |||
<references/> | |||
'' | <div id="catlinks"><p class='catlinks'>[[Special:Categories|Category]]: [[:Category:Settings|Settings]]</p></div> |
Latest revision as of 09:45, 17 June 2024
Description | Determines the maximum amount of armor.
This decimal value is used to determine the maximum armor contribution of all equipped items and effects. The default is 85.00. Since armor rating is the percentage of damage withheld from the target, the best that any combination of armor can do is remove 85% of damage done. It would be potentially dangerous to let this value get too close to 100.[1] Fractional values are retained at all times. An actor's health is a floating point value, as are the weapon damage and armor rating. All calculations are made as floats. Every piece of armor contributes it's armor value directly to this value. Every % of shield and fire/shock/frost shield also adds 1 armor. A value of 0 removes the cap entirely (no limit to armor rating). |
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Default value | 85.0000 |
Note: There are two very similar looking, but different, settings, fMaxArmorRating, which sets the maximum percentage of damage that can be blocked by armor, and which defaults to 85, and fArmorRatingMax.
References[edit | edit source]
- ↑ Unclear in what form this is potentially dangerous—stability of the game or in terms of being overpowered.