It says it gives destroyers -50% pierce vulnerability, and since they already have -70%, that would give them -35% (100% in total, because it can’t go past 100%), right?
That is max pierce armor I got for Destroyers and Hero Destroyers before the recent patch which buffed Leto Volcanic Forge pierce armor tech while also using Titan Shields.
Even with the Volcanic Forge being buffed from 10% to 15% they wont be immune to pierce damage but they will take a very small amount.
Interesting. I guess they’d be broken if they were immune.
Iirc even if they did have 100% armour they still would take 1 damage.
Nope, you can try on the editor, with 100 armor you take 0 damage (except from divine). But almost nothing in the game has 100. Generally it’s 99 generally speaking (skadi spell for example).
You have few options in the base game to have 100 it’s using bronze when you are under frost. But it’s temporary and not very useful since you already take 1 damage per tick.
You also can use bronze with stone giant with their spell, they have 100.
Outside of that I don’t think it’s possible to reach 100. Maybe they are some ways, but at least it’s something that you can’t do in a real game situation.
You have to see it the other way round.
They take 30% of pierce damage (unupgraded) and when you research Titan Shield they take 50% less of that, so they take 15% of pierce damage.
Resulting in 85% armour.
All armour is applied that way in AoM, unlike AoE3DE where you could actually reach 100% resistance with enough technologies/home city cards.
AoM is not AoE2. AoM uses floating point for damage values so the damage can be below 1.
Some units even have a base damage that is an uneven number like 6.5.
Is it actually 100% of is it a rounding error and in reality it’s just 99.7 or something like that?
I think it’s really 100%. I mean you don’t take any damage during the taunt duration, but maybe I needed to use more units to actually deal damage, but according to maths, it was enough so…
maybe those god powers use different math.
Yes indeed. But from my tests it’s truly 100 porcent. I tested like 15 hersir against mountain giant, he took no damage when he had 100.
From my tests you can’t get 100 porcent with any unit with bronze (the scaling is not flat) except with the mountain giant because of the taunt giving bonuses resistance ability and bronze doesn’t take in account this scaling.
For example if we use the destroyer with the same technologies as previously mentionned and under bronze it’s only 95 porcent
That is strange because Bronze “just” reduces Hack and Pierce vulnerability by -45% according to the code. So it should be impossible to each 100% armour.
Not sure what is going on there.
The armour is also a floating point value so it should not be rounded to 100%.
Or am I getting something wrong here?
I think there is one explanation :
Ability : Hack armor : 65 to 83 : 18 porcent bonus // Piercing armor : 75 to 88 : 13 porcent bonus // Crushing armor : 40 to 70 : 30 porcent bonus
Bronze : Hack armor 65 to 81 : 16 porcent bonus // Piercing armor : 11 porcent bonus // Crushing armor : 40 to 40 : 0 porcent bonus
For hack : 65 base + 16 bronze : 81 + 18 taunt : 99. So it’s not supposed to be 100 in the first place.
Same for piercing : 75 base + 11 bronze : 86 + 13 taunt : 99. Same here.
Crushing is 70 anyways. Divine ignore armor so it’s not a big deal.
The taunt is bugged and give more that he should under bronze even if the taunt give flat amount (like you see it’s supposed to be 99 not 100).
And that’s without taking into account that the scaling should technically scale differently the higher you have ! Like it is for the destroyer or others units…
Otherwise I don’t know, but the fact the numbers are 99 is probably not ‘‘a coincidence’’.
All very strange.
The Taunt does have the effect of increasing the armour “ArmorSpecific” by 1.5x.
Not having the modifier of reducing the vulnerability like all the armour upgrades or Bronze.
But it doesn’t actually do that because the Pierce Armour goes from 75% to 88%. Which means it is -50% Pierce vulnerability???
What math do you need to use for that to make sense.
Dividing all attacks by 1.5 doesn’t lead to -50% attack.
Multiplying the armour by 1.5 doesn’t lead to +13% armour.
AoM does some crazy math where x1.5 means -50% vulnerability but x0.5 means -50% armour.
Or does it mean +50% vulnerability???
Petrification makes unit have 0.7x Crush armour, which means they take more Crush damage, right?
But how much?
The only other place I found this modifiers is in the Petrification ability of Atlantean Siege units that gives them +25% hack armour.
I’m pretty sure there used to be ways to get 100% (displayed) armor but you’d still take 1 damage in the OG game.
However, being able to reach 100% and not take any damage sounds like a bug. The way armor buffs work, the whole vulnerability thing, makes it impossible to get 100%, no matter how many upgrades you stack. You’d be very close to 100, but never quite reach it meaning you’d still take 1 damage from time to time.
It seems like a few things like the Rock Giant taunt ability and petrifaction are using a different modifier that is calculated in a different way compared to vulnerability.
I remember it to be 99 personnaly and thoses 2 wiki say the same.
https://aom.heavengames.com/gameinfo/powers/norse/
Frost | Age of Empires Series Wiki | Fandom.
I guess if someone still has the original game to share a screenshot would be nice.
But from what I remember it was 99 and I don’t think im wrong there.
Yep maybe. I don’t know if this is intended or not, I don’t think it’s game breaking. I found the interaction quite fun but maybe in team game it’s probably too strong ?
I don’t know if it’s worth to report it as a ‘‘bug’’ since IDK if the developpers are aware of it and if it’s a bug or something ‘‘voluntary’’.