In practice, this is only a significant factor in the battle with Delirium, as while it's transformed, its starting armor protection is reapplied.This value will increase its "armor deployment" each game logic frame going from 0 (fully armored) to 120 (no longer in effect), and use this value to compute a 'static degree' of damage reduction, separate from this starting armor protection. This instance of armor starts off by reducing incoming damage by 99%, and will steadily decrease over the course of 4 seconds at which point it is no longer in effect. When an entity with an armor value spawns, it starts off with a separate instance of armor.Every entity in the game is predisposed to make use of this mechanic: in fact, every entity sports a "starting armor protection" counter and an "armor value" field, but few entities actually use it.The armor is based on 4 different criteria: how much base HP the entity has, how much damage it has taken in the last 4 seconds (120 game logic frames), the value of its armor (every applicable entity has a specific armor value), and their starting armor protection (increases from a value of 0 to 120).
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