Critical Damage vs Piercing/Armor Penetration

GreyJackass

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Just been trying out different types of games, and often come across these two terms

For criticals, I assumed it to be 200% of the initial damage, but what about Armor Piercing?
 

LilRora

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Armor can be number-based, percentage-based, or some of both, which reduces damage taken, and armor piercing attacks ignore some or all of that depending on the game.

So for example if your attack deals 6 and enemy has 2 armor, it will normally deal 4, but armor piercing attack will deal 6. That is of course not applicable to all games, because the armor mechanic can differ greatly in various games.
 

GreyJackass

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Armor can be number-based, percentage-based, or some of both, which reduces damage taken, and armor piercing attacks ignore some or all of that depending on the game.

So for example if your attack deals 6 and enemy has 2 armor, it will normally deal 4, but armor piercing attack will deal 6. That is of course not applicable to all games, because the armor mechanic can differ greatly in various games.
So it's like True Damage?
 

Kouneko

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Just been trying out different types of games, and often come across these two terms

For criticals, I assumed it to be 200% of the initial damage, but what about Armor Piercing?
Man 200% of the initial DMG is 3x the DMG, normally is just +100% or some games make CritDmg variable according with player build.
the AP mechanics in essences are a direct or indirect way to negate enemy defense stat, by a flat value or some % of it total defense, but others forms of dmg reduction are not affected by AP , it's made so that you not need atk increase to be bigger than def increase for reasonable dmg
So it's like True Damage?
True DMG is one that can't be changed by anything.
 

Aaqil

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Just been trying out different types of games, and often come across these two terms

For criticals, I assumed it to be 200% of the initial damage, but what about Armor Piercing?
Both of them depend on the game, :blob_popcorn: :blob_cookie:
 

Lloyd

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Critical aren't always double damage, it depends on the game. Armor piercing just goes through a certain percentage of armor.
 

ArcadiaBlade

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Critical damage is basically using a heavy damage instead of a normal attack. The thing is that it doesn't deal a percentage but based on how fatal the attack is. Like, you attack with a sword which is heavily guarded and deal low amount of damage because you strike it from an angle where it can negate the damage but hitting a weak spot increases the damage. Hence, critical damage.

Armor piercing is basically someone wearing body armor that protects pistol bullets but instead the enemy pulls out a .50cal sniper rifle and punches through the body armor like paper.

One deals damage based on the weak spot and hitting it really hard. The other uses rounds that can punch through any defences and hit the target at a protected wall or armor.
 
D

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The common practice for critical hits is usually 2x the damage, at least from what I've seen. There are some exceptions however, like Genshin, where a character's crit damage percentage determines how much they actually deal.

Armor Piercing can be attributed to Penetration as well, I think. I think that it's more of a stat that determines how much damage you do to someone depending on their armor's strength. These can also be labeled with percentages. Having 100% PEN could mean you ignore all defense, and so on.
 

Piisfun

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How much a criticial hit is is depends heavily on the game.
I have seen them be anything from 1.5x to 6x, and a few games will make them really rare, then have them always insta-kill.

The 6x was a rouge-like with pretty dramatic damage scaling and a stack of critical damage boosters.
A more typical range is 1.5x to 3x, which usually depends on how important they want them to feel.
 

CupcakeNinja

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The dude said he is checking different types of games. I refuse to believe that among all the games he checked, there wasn't a single explanation of what is what.
i mean to be fair, armor mechanics are always deeper than tutorial stuff. I cant even remember the last time a game explicitly told me how the armor mechanics work. And in dark souls, you gotta find out on your own because of shit like resistances.
How much a criticial hit is is depends heavily on the game.
I have seen them be anything from 1.5x to 6x, and a few games will make them really rare, then have them always insta-kill.

The 6x was a rouge-like with pretty dramatic damage scaling and a stack of critical damage boosters.
A more typical range is 1.5x to 3x, which usually depends on how important they want them to feel.
CRIT rate can often be improved via skills, stats, weapons, or just by hitting an enemy at the right moment. So, not very rare but other factors do need to be taken into account depending on the game's mechanics. I cant recall a game that makes them very rare tbh. Then again i mainly play RPGs, and crit can almost always be improved on in those type of games
 

CheertheSecond

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I can go into more technical terms if you want since there are a lot more innovation in damage and armour in the past 3 decades.

To answer your question, I will answer in a general way.

In general, most games define critical damage as damage dealt by a critical strike (or critical hit). The probability of landing a critical hit is called critical chance. The critical damage is usually a percentage base on your character’s attack damage. For example, 15% chance of x2 is 15% chance to deal 200% of your attack damage.

This is to say that there are games that has other types of critical chance. Warcraft 3 for example has critical strike and bash (an also probability attack that does fixed bonus damage). Persona 3 for example introduces half-crit. Basically, the game runs two random event, one after another. If the first event is successful, it runs the second random event. Succeed in both events will make your character does a critical hit (x1.5 the attack damage). If only the first event is successful, you do a half-crit (x1.25 the attack damage).

In short, critical hit is just a probability passive to the character, introducing an extra random element to make the game more spicy by tapping into the gambling nature of humans.

Armour penetration or armour piercing or armour ignore is ignoring certain percentage of the target’s armour in calculating the damage receiving to the enemy.

If your character ignore 2 armour, then this means the damage calculation for that target will deduct two points of armour from the calculation. As someone else told you above, it also depends on how armour works in that game.

To be noted, armour penetration is only applied if the target has any armour. It does not reduces the armour to negative value.

Of course, there may be mechanic that affects the damage other than armour.

Overall, the chief difference between critical damage and armour piercing is one affects damage dealt while the other affects damage received.

Damage dealt is calculated before being plugged into the equation along with armour piercing to get damage received.
 

CupcakeNinja

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I can go into more technical terms if you want since there are a lot more innovation in damage and armour in the past 3 decades.

To answer your question, I will answer in a general way.

In general, most games define critical damage as damage dealt by a critical strike (or critical hit). The probability of landing a critical hit is called critical chance. The critical damage is usually a percentage base on your character’s attack damage. For example, 15% chance of x2 is 15% chance to deal 200% of your attack damage.

This is to say that there are games that has other types of critical chance. Warcraft 3 for example has critical strike and bash (an also probability attack that does fixed bonus damage). Persona 3 for example introduces half-crit. Basically, the game runs two random event, one after another. If the first event is successful, it runs the second random event. Succeed in both events will make your character does a critical hit (x1.5 the attack damage). If only the first event is successful, you do a half-crit (x1.25 the attack damage).

In short, critical hit is just a probability passive to the character, introducing an extra random element to make the game more spicy by tapping into the gambling nature of humans.

Armour penetration or armour piercing or armour ignore is ignoring certain percentage of the target’s armour in calculating the damage receiving to the enemy.

If your character ignore 2 armour, then this means the damage calculation for that target will deduct two points of armour from the calculation. As someone else told you above, it also depends on how armour works in that game.

To be noted, armour penetration is only applied if the target has any armour. It does not reduces the armour to negative value.

Of course, there may be mechanic that affects the damage other than armour.

Overall, the chief difference between critical damage and armour piercing is one affects damage dealt while the other affects damage received.

Damage dealt is calculated before being plugged into the equation along with armour piercing to get damage received.
every fucking game wants to be unique these days. Should keep it simple, as it was meant to be.
 

AnonUnlimited

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Learn math. Who said math can’t help you in life?

Depends on the game Armor values and formula.

let’s say you do a base damage if 100 and the armor of enemies is 50 so you do 50 damage per hit. You have to take into account

If critical damage is 200% you then need to ask what’s the percent chance of a critical with each attack AND what’s the attack speed?

Also is there evasion? Evasion removes a part of the damage.

Unless this is an action game where you control.

For simplicity sake here is the formula for an action RPG for damages.

(Base - Armor) = Unmodified damage.
(critical damage multiplier x base) - armor / critical rate

Then you would have to add the critical rate to how many times you can hit over a period of time to calculate damage.

armor piercing is easier.

Base - (Armor - armor piercing value)
 
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