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Resists

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Overview

Resists decrease the damage you take in combat.

In Neocron, resists are applied in a number of 'layers' - each layer reducing damage by a percentage before passing the remaining damage onto the next layer. When all the layers have been passed, the resulting damage is passed onto the runner.

The layers are usually defined as:

Constitution layer

This layer of armour is calculated from the resist points spent under the Constitution a main skill, plus any resist bonuses applied from implants, plus bonuses applied from Powered Armour or underwear.

Armor layer

This layer consists of resist bonuses given from armour (other than the armour mentioned above). A major change in Neocron 2.2 is that armour is now zonal - Helmets and Neck Armour provide upper-body resists, Vests and Belts provide torso resists, and Pants and Boots provide lower-body resists.

Armorreductionformular.png

Shield layer

Shields can be either psi-based or nanite based. You may not use nanite shields and psi shields together.

PSI Resistance layer

This layer reduces damage taken by PSI casts only. The size of the reduction is only dependent on the character's PSI Resist (PSR) skill. The reduction is limited between 0 and 0.3 (0 - 30%).

Psireductionformular.png

Example

The layered structure to Neocron resists can appear counter-intuitive initially. That is to say, Constitution-based and armour and shield resists do not equal the sum of their parts. An example is perhaps the better way to explain how resists are modelled.

Example: 100 energy damaging incoming.

Con resists equate to 25%, armour resists equate to 25%, shield resists equating to 25% (all for energy)

The first layer reduces the incoming 100 damage by 25, having a 25% shield value. The resulting 75 damage is then passed on to the next layer, for the sake of example here, the armour layer.

The armour layer provides a further 25% reduction to the incoming 75 damage - resulting in 56.25 damage being passed onto the next layer. This layer then reduced the incoming 56.25 damage a further 25%, resulting in 42.19 damage being dealt to the player.