Damage (Armor)

From HBM's Nuclear Tech Wiki

NTM employs a custom damage system on top of the vanilla armor points, which is most prominent on armors will full set bonuses. In a damage resistance tooltip, resistance are usually shown in the format damage type: number / percentage, where the first number represents the damage threshold, and the second the damage resistance.

Damage Stats

Damage Threshold

The damage threshold (DT) is the first number considered when damage is dealt. Damage threshold is a flat number subtracted from the damage, so any damage lower or equal to the DT does not deal any damage. In addition, damage nullified by DT will also not deal any knockback, invincibility frames or screen shake.

DT can be reduced by ammo types that have damage threshold negation. DTN is generally tied to the ammo's caliber, higher calibers will reduce the DT more.

Damage Resistance

The damage resistance (DR) is a percentage that reduces all leftover damage after the DT calculation. The DR value is multiplicative, 25% DR means a 1 - 0.25 multiplier for incoming damage. 100% DR will have the same effect as DT blocking all damage, so no knockback is dealt.

DR can be reduced by ammo types that have armor piercing properties. AP is tied to bullet subtypes, i.e. soft point bullets are generally not armor piercing while FMJ or AP rounds reduce DR to some degree. JHP has negative armor piercing values, meaning that DR is amplified. Negative AP is capped at -100%, meaning that the DR reach twice its original value.

Damage Types

Another important factor in the damage calculation is the damage type. Vanilla has tags for incoming damage to classify them as explosive or fire damage, and whether they should bypass armor entirely. Using these tags, damage might fall under a specific category with its own set of resistances.

Damage is evaluated by its type, with the following rules:

  • If a resistance refers to a specific damage type, it will use this. Resistances will apply even if the damage type is considered unblockable, like afterburn (onFire) or fall damage.
  • Otherwise, if the damage is considered part of a category, it will use the resistance of the first category it matches. Like before, damage considered unblockable may still be affected by these resistances. Categories include:
    • Explosion
    • Fire (standing in fire, lava, afterburn)
    • Physical (projectiles, cactii, all entity caused damage not part of any other category)
    • Energy (laser, microwave, subatomic, electric)
  • If no direct type or category matches, the "other" type applies. Unlike the prior resistance types, the "other" category is affected by the unblockable trait, so the damage may bypass the armor entirely, even with no explicit armor piercing properties.

Radiation Resistance

Radiation resistance (RR) is a separate stat that applies to individual armor pieces instead of the whole set. When radiation is applied (unless it ignores RR), all armor pieces have their RR summed up (+0.2 with the Rad-X effect), which is then used to calculate the radiation multiplier.

The multiplier's formula is 10^(-RR). As a rule of thumb, a total RR of 1 reduces radiation by 90%, 2 by 99%, 3 by 99.9% and so on. Both the RR and the reduction percentage can be displayed by using a geiger counter.

Entity Resistances

In addition to armor pieces, entity types may also have inherent resistances.

  • Creepers have a DT of 1 and a DR of 25% against all explosive damage
  • Nuclear creepers have a DT of 3 and a DR of 35% against all explosive damage

This can be observed relatively easily, despite having as much health as zombies or skeletons, creepers are noticeably harder to kill using explosive munitions.