Difference between revisions of "FArmorRatingMax"

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181 bytes added ,  15:24, 26 May 2006
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imported>Grishnakh
imported>Bnesmith
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This decimal value is used to determine the maximum armor contribution of all equipped items and effects. The default is 85.00, it is currently unknown how armor reduces damage and the benifit of having a fraction of a point. 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. It could be that armor is a simple damage reduction percentage.
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.


(Note by Lobo: 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 (this setting), which has a value of 1, and has an effect as yet unknown to me)
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.


fArmorRatingMax - AR you get at skill 100(you get full armor's AR).
(Note by Lobo: 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 (this setting), which has a value of 1, and has an effect as yet unknown to me)
 
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