In various tests of the value of armor, a few things became apparent:
1) Armor is effectively 1:1 with hp for most guns when not shot in the head (I don't particularly care about 1-3 damage differences on a torso shot for this post)
2) Headshot damage is greatly reduced by armor
3) Armor stops being effective against headshots at a certain threshold
4) Armor across all classes has the same damage reduction values
5) Randomized weapon damage values lead to largely variable outcomes
The primary gun used for testing was P3, which hopefully will also go to show how ridiculous it is and how ridiculous this odd threshold is.
For Arc, Mandalorian, BH, Hero (base 100 hp high armor classes):
P3 shots to the head will always kill when below ~39 armor.
P3 shots to the head will never kill when above 45 armor.
When you adjust these values, something very odd happens. Seemingly, when a class reaches 45 armor it acts as a toggle/threshold wherein P3 headshot damage is significantly reduced. This is across all classes that can reach 45 armor, and has nothing to do with total possible armor, total hp, current hp etc. If a class has 45 armor, they initiate damage reduction against headshots.
How significant is this damage reduction?
A Hero at 100/45 will survive a headshot with anywhere from ~50-60 hp.
A Hero at 100/44 will survive a headshot with anywhere from ~3-14 hp.
These numbers aren't exact due to the extreme damage variance that occurs. 100/39 can both die and survive with ~10hp depending on your luck. Without being able to go into the code it's too much work to find more exact numbers.
I truly expect this to be a surprise to even some devs, as a recent topic about wookiees resulted in a couple contradictory posts and eventually Mace posted some code on the effectiveness of armor. These tests show that armor has a sort of switch that can be toggled when it is broken, and that it isn't simply up to 50% damage reduction based on the source, as was previously posted.
These tests for the most part only used P3, which itself is an extremely high damage gun that could mess with the actual outcome which might not occur with other guns. For example, 2 quick tests with E-11 showed that a secondary fire headshot on a clone at 80/45 left the clone at 80 hp (secondary did 45 armor) and also a headshot at 80/44 left the clone at 77 hp (45 armor damage and 3 hp). The actual mechanics or thresholds may vary from gun to gun, but something spooky is definitely occuring.
Practically, this means that any class that can't break 45 armor is completely at the mercy of a P3 user at any given point during a round. A hero that grabs armor 2 instead of armor 3 and starts at 100/45 that randomly gets kicked by a teammate for 2 damage now will possibly die from a single P3 headshot, while another armor 2 hero would survive with up to 60 hp.
help
edit: tildes (~) are showing up as (-) ~ - ~ - plz fix
1) Armor is effectively 1:1 with hp for most guns when not shot in the head (I don't particularly care about 1-3 damage differences on a torso shot for this post)
2) Headshot damage is greatly reduced by armor
3) Armor stops being effective against headshots at a certain threshold
4) Armor across all classes has the same damage reduction values
5) Randomized weapon damage values lead to largely variable outcomes
The primary gun used for testing was P3, which hopefully will also go to show how ridiculous it is and how ridiculous this odd threshold is.
For Arc, Mandalorian, BH, Hero (base 100 hp high armor classes):
P3 shots to the head will always kill when below ~39 armor.
P3 shots to the head will never kill when above 45 armor.
When you adjust these values, something very odd happens. Seemingly, when a class reaches 45 armor it acts as a toggle/threshold wherein P3 headshot damage is significantly reduced. This is across all classes that can reach 45 armor, and has nothing to do with total possible armor, total hp, current hp etc. If a class has 45 armor, they initiate damage reduction against headshots.
How significant is this damage reduction?
A Hero at 100/45 will survive a headshot with anywhere from ~50-60 hp.
A Hero at 100/44 will survive a headshot with anywhere from ~3-14 hp.
These numbers aren't exact due to the extreme damage variance that occurs. 100/39 can both die and survive with ~10hp depending on your luck. Without being able to go into the code it's too much work to find more exact numbers.
I truly expect this to be a surprise to even some devs, as a recent topic about wookiees resulted in a couple contradictory posts and eventually Mace posted some code on the effectiveness of armor. These tests show that armor has a sort of switch that can be toggled when it is broken, and that it isn't simply up to 50% damage reduction based on the source, as was previously posted.
These tests for the most part only used P3, which itself is an extremely high damage gun that could mess with the actual outcome which might not occur with other guns. For example, 2 quick tests with E-11 showed that a secondary fire headshot on a clone at 80/45 left the clone at 80 hp (secondary did 45 armor) and also a headshot at 80/44 left the clone at 77 hp (45 armor damage and 3 hp). The actual mechanics or thresholds may vary from gun to gun, but something spooky is definitely occuring.
Practically, this means that any class that can't break 45 armor is completely at the mercy of a P3 user at any given point during a round. A hero that grabs armor 2 instead of armor 3 and starts at 100/45 that randomly gets kicked by a teammate for 2 damage now will possibly die from a single P3 headshot, while another armor 2 hero would survive with up to 60 hp.
help
edit: tildes (~) are showing up as (-) ~ - ~ - plz fix