Does Body Armor Count As Dmg

Apr 03, 2014  100 armor means it takes 100% more damage to kill you. 200 armor means it takes 200% more damage to kill you. Etc Example: if you have 500 health and 50 armor, it takes 750 points of physical damage to kill you. If you have 500 health and 100 armor, it. Wingman for example, I see 45 dmg - body shots. Do players have 100HP? And there's a max of 4 bars of armor (is armor the same thing as energy shield - not sure that's an in-game term or just how I view that blue bar at bottom left above my HP), how much 'HP' does each armor slot have? Aug 02, 2015  I would like to know if there is a method or a calculator I can use to calculate the damage output my character will produce or my dinosuares produce. I like to create character builds. I have read a bunch about the basics, certain strikes produce different results, players wearing armor, and such. But I'm more curious to know if anyone knows the base damage for each weapon and if the melee. Dec 08, 2014  Spikes and strikes are 1d6+7 each (A armor spike and grapple dmg action per action, MA+SA) then lesser elemental is 1d6 per melee atk for the round (I counted the strikex2 and the bitesx2 and the armor spike dmg from a successful grapple checkx2 for 6d6 elemental dmg that round) as swift action (SW) This assumes all hits of course.

Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from Leather Armor to Chain Mail to costly Plate Armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor. Many warriors supplement their armor with a Shield.
Does Body Armor Count As DmgThe Armor table shows the cost, weight, and other properties of the Common types of armor worn in fantasy gaming worlds.
Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.
Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Heavy Armor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
: A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class by 2. You can benefit from only one Shield at a time.

Light Armor

Made from supple and thin materials, Light Armor favors agile adventurers since it offers some Protection without sacrificing mobility. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
PaddedDoes body armor count as dmg free:Padded Armor consists of quilted layers of cloth and batting.
Leather: The Breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Studded Leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs Movement more. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
Hid⁠e: This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
Chain⁠ S⁠hirt: Made of interlocking metal rings, a Chain Shirt is worn between layers of clothing or leather. This armor offers modest Protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Scale M⁠ail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Breastp⁠late: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good Protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.
Half⁠ Plate:Half Plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg Protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, Heavy Armor offers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
Heavy Armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Does Body Armor Count As Dmg 2

Ring⁠ Mail: This armor is Leather Armor with heavy rings sewn into it. The rings help reinforce the armor against blows from Swords and axes. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.
Chain⁠ Mail: Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.
Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Armor
ArmorCostArmor Class (AC)Weight
Light Armor
Padded
5 gp11 + Dex modifierDisadvantage8 lb.
Leather
10 gp11 + Dex modifier10 lb.
Studded leather
45 gp12 + Dex modifier13 lb.
Medium Armor
Hide
10 gp12 + Dex modifier (max 2)12 lb.
Chain shirt
50 gp13 + Dex modifier (max 2)20 lb.
Scale mail
50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate
400 gp14 + Dex modifier (max 2)20 lb.
Half plate
750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail
30 gp14Disadvantage40 lb.
Chain mail
75 gp16Str 13Disadvantage55 lb.
Splint
200 gp17Str 15Disadvantage60 lb.
Plate
1,500 gp18Str 15Disadvantage65 lb.
Shield
10 gp+26 lb.

Body

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.
Don: This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.
Doff: This is the time it takes to take off armor. If you have help, reduce this time by half.
Donning and Doffing Armor
CategoryDonDoff
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
1 action1 action

Warframe Damage Mechanics Guide by KGeddon

So how much damage does each shot do?

To determine the damage of an weapon, apply the upgrade tree damage nodes as multiplicative. Then add up your damage mods(don’t forget when you apply it to add 1 so the base damage stays). For example, a level 30 Latron with 5 damage nodes and +22%/+21%/+20%/+17% damage mods.

30*1.1*1.1*1.1*1.1*1.1=48
.22+.21+.2+.17=.8
48*1.8=86.4 normal damage(rounds to 86)

Now, if I were to add a 25% armor piercing mod(4 slots for damage and 1 for AP), I would do 86 normal damage and 21 armor piercing damage.
If I had a 6th mod slot(rifles only have 5 mod slots) and put in another 25% armor piercing mod, I would do 86 normal damage and 42 armor piercing.
If I had a 7th mod slot and put in a 25% freeze mod, I would do 86 normal damage, 42 armor piercing damage, and 21 freeze damage.

Shotguns fire a specific amount of pellets with a specific base damage. HEK = 8@18 dmg, Strun = 10@12 dmg, Boar = 5@12 dmg. Each pellet has it’s own damage calculation and crit check. This means all upgrade nodes and mods must be applied to each pellet individually. For example, a single +2% damage on a level 1 strun/boar does nothing(2% of 12 is .24, which gets rounded down to 12, or 0 in the case of elemental damage).

Elemental damage(AP/Fire/Freeze/Lightning) is determined by the mod value and your normal damage. You do not get more damage by adding all the elements together(Using a weak element is around 1/4 to 1/8th the strength of an element strong against that opponent). Fire should only be used against infested and lightning only against corpus. Freeze has a nice secondary and decent damage. Armor piercing is great against anything except infested runners/leapers/chargers.

Crits take the damage of a hit and multiply it by crit damage. Nothing is bypassed, no weird mechanisms. All elemental damage is subject to the same multiplier(if a projectile crits, ALL damage from that projectile is multiplied by crit damage). Shotguns calculate the crit chance on each projectile, as does multishot. One thing to note, crit damage tree nodes are +10% multiplicative(2.2 crit damage multiplier with 4 nodes). Crit damage MODS are additive. +50% crit damage is only worth .75 multiplier, and +100% is only worth 1.5. Sorry, you cannot get to 70x crit multiplier.

Shields and armor(i.e. stuff you have to deal with to kill mobs)

Shields-Take full damage from all damage except freeze, which does double damage. There is no locational damage to shields(no headshots, sorry). If you break a shield and still have damage remaining, 1 point of the remaining damage goes away and the rest is applied to health.

Armor(grineer normal/shield/elite, infested crawler body, Ancient body/head, Corpus crewman)-Reduces all damage by a base amount with a per level scaling reduction.

FLAT REDUCTIONS TO NORMAL(NON-ELEMENTAL) DAMAGE
66% reduction for normal/shield grineer body shots
around 20% for grineer elite body shots(Rare spawns = few data points. ;_;)
50% reduction for crawler body shots
33% reduction for nauseous crawler body shots
25% reduction for ancient head shots
75% reduction for ancient body shots
100% reduction for Corpus Crewmember head shots
20% reduction for Corpus Crewmember body shots

Armor ignoring melee weapons ignore all reductions for the normal damage they apply(flat or per level), Armor piercing elemental damage does flat damage subject to a multiplier, and piercing mods do not confer armor piercing. If fire or lightning hits a non-vital area on an armored mob, it will be subject to per level decreases(but vital shots with a mobs elemental weakness are always flat)

Elemental(AP/Fire/Freeze/Lightning) is applied first. If this kills the enemy, it does not count as being killed by that weapon. If the target is not dead, normal damage is applied. If it is a shotgun, each pellet is applied when it hits. If at any time an enemy dies, damage will stop being calculated and displayed. Therefore, if any elemental damage is enough to kill something alone, you will not see the remaining normal/elemental damage numbers.

Does Body Armor Count As Dmg 3

Likewise, if a shotgun/multishot kills something and there are still pellets/bullets hitting, those bullets are now hitting a corpse and will not show damage numbers(They will however show blood spatters, sparks, etc)

Grineer-Everything armored except melee Grineer

Normals(trooper, lancer, etc)-Head weak point, armored everywhere(no flat reduction on headshots)
Headshots Normal= 100% – ~1.3%/lvl, AP=300%, Fire= 75% – 1%/lvl, Freeze= 33% – 1%/lvl, lightning= 40% – 1.25%/lvl
Bodyshot= headshot normal dmg / 3 (armor), all elemental = half of headshot

Sawmen-100% on body shots, 300% normal damage and 200% elemental damage on headshots

Shield Grineer-As normals, but 2 levels behind

Bombadier/Gunner-Head weak point, armored everywhere(no flat reduction on headshots)
Note:Highest encountered was level 23
Headshots= normal = 200% @ level 8 – .5% level, AP = 200%, fire < 100%, lightning/freeze > 100%
Body= normal = headshot / 3, AP= 100%, fire/lightning/freeze= headshot / 2

Commander-normal= same as bombadier/gunner, immune to lightning/fire damage, AP/freeze not tested

Infested-Ancient heads/bodies and crawler bodies armored

Normals(chargers, leapers, runners)-Head weak point, no armor, staggered by fire
100% on body shots, 200% damage on headshots, AP & Lightning=50% body, 1x head, Fire= 2x body, 4x head,Freeze= 1xbody, 2x head

Ancients(Disruptor, Toxic, Healer)Lower legs/arms weakpoint, head lightly armored, body armored, staggered by fire, Immune to lightning
Feet/hands/shins/forearms= Normal 100%, AP=100% Fire=200%, Freeze=100%, lightning = ZERO
Head=75% – 1%/lvl, AP=200% Fire=75% – .5%/lvl Freeze= 50% – 1.5%/lvl, lightning = ZERO
Body=Headshot normal damage / 3 (armor), AP/Fire/Freeze = half of headshot damage, lightning = ZERO

Nauseous Crawler-Head weak point(2x), forearms/hands/shins/feet weak point(1x), Bodies armored
head= 200% normal/freeze AP/lightning=100% Fire = 400%
forearms/hands/shins/feet = 100% normal/freeze AP/lightning=50% Fire = 200%
body= 66% normal-.5%/lvl, AP = 50%, Fire = Slightly over 125%-?/lvl, Freeze= 50%-?/lvl, Lightning = 50%-?/lvl

Crawler-Head weak point(2x), forearms/hands/shins/feet weak point(1x), Bodies armored
head= 200% normal/freeze AP/lightning=100% Fire = 400%
forearms/hands/shins/feet = 100% normal/freeze AP/lightning=50% Fire = 200%
body= 50% normal-.5%/lvl, AP = 50%, Fire = 100%-?/lvl, Freeze = 50%-?/lvl, Lightning = 50%-?lvl

Corpus-Crewmen armored

Crewman-armored EVERYWHERE. Armor ignoring melee does full damage. Staggered by lightning
Head immune to normal, AP=2000%, Fire=100%, Freeze=200%, Lightning = 400%
Body 81%-(.5%/lvl), AP=100%, Fire=33%-?%/lvl(damage too low to say) Freeze=75% – .33%/lvl Lightning=160% – 1%/lvl

Moa – Weak point is midsection/gun. Staggered by lightning
Shielded=100% normal/AP/Fire/freeze, Freeze=200%
Legs=100% normal/AP/freeze, Fire= 50%, Lightning=200%
Midsection/gun=200% normal/AP/freeze, Fire = 100%, Lightning =400%

Osprey 100% normal/AP/Fire/Freeze, 200% Lightning

Does Body Armor Count As Dmg Free

Cameras-200% lightning. Very very very low HP.

To wrap this all up:

Armor Piercing is very effective against the Grineer, always gives flat bonuses, and does well against pretty much everything(only less than 100% on non-vital hits on infested runners/chargers/leapers/crawlers).

Freeze doesn’t do good damage, but makes Ancients much easier to deal with(moving slower makes their feet/hands move around less, and their charge becomes hilariously slow).

Does Body Armor Count As Dmg Download

Fire is a subpar damage source vs anything but infested(and only staggers infested)

Does Body Armor Count As Dmg 1

Lightning is a subpar damage source vs anything but Corpus(and only staggers Corpus)

Does Body Armor Count As Dmg For Sale

Normal damage is good when shooting at anything, as long as you know where to shoot. Additionally, it is what is used to determine the strength of elemental damage.