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# System prepended metadata

title: Armour math

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# Armour math
## Current armour math
Armour blocks a portion of the damage received, from 0 to 100%, capped at 90%. Armour stacks additively, and gets reduced by armour penetration. The problem with this is that each point of armour does not have the same effect in how much it allows the user to resist damage.

It takes 100 force to send a person into critical condition, an extra ~11.11 if 10% of force gets blocked from armour, and an extra 400 if 80% of it gets blocked. If that 80% and 10% gets stacked, then that is an extra 900 force to send a person into critical condition. The sum of 400 and 11.11 is 411.11, which is far below the 900 that is needed when both are stacked. The 10% and the 80% armour suddenly became a lot more valuable.

## Solution
The solution is to make every point of armour have the same value, by changing the equation. We have a threshold, which can be set to the force needed to send someone to critical condition, which is 100. The damage dealt will get multiplied by ``threshold / (threshold + armour)``. This means it will require an extra armour amount of force in order to deal threshold amount of damage. Other damage modifiers such as species damage modifiers would intrinsically modify the effect of this.