Difference between revisions of "FArmorRatingMax"

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357 bytes removed ,  15:29, 26 May 2006
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imported>Bnesmith
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. 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 is a multiplier used to scale the armor rating of armor by skill. A skill of 100 Multiplies the armor rating by 1.0. The [[fArmorRatingMin]] value sets the lower threshold for skills of 0. The actual value is interpolated between the two. For example, a skill of 50 is 50% of the way between the min and max, which turns out to me 67.5%.


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.
(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.)
 
(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)


[[Settings]]
[[Settings]]
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