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ARMOR & WEAPON PENETRATION

I. ARMOR CLASS & PENETRATION

Armor in Purge works differently then any other FPS. The armor class and armor point values are un-changeable for balance purposes as well as different for each class. Armor is made of two values, armor points and armor class. Armor points are the amount of "hit points/health" the armor has, which functions until it has 0 Armor Points left or has been depleted. Armor Class is the resistance to penetration or the higher the Armor Class, the more damage the Armor will absorb before passing that damage to character Health.

All Purge classes are wearing the best in high-tech or magical armor. (The assumption is that high technology and magic are common, mass-produced, and easily available in the Purge world.) The armor in Purge is inherent to the class. Therefore, players will not be able to choose armor. There is no need to buy armor as a character's armor is full when he spawns

Let's say we have a class with 5 AC (we don't, not the point), and a weapon that has a damage type with 10 penetration. Half of the damage done to the player with 5 AC will be absorbed by armor, thereby taking off some of his armor points. The other half of the damage done will go into the player's hit points, reducing them. Now, the Mage has an AC of 20, he is attacked by a weapon with a penetration of 20 and a damage of 35. Since the AC and penetration are the same, all of the damage goes into the mage's armor points, not hit points. It is rather simple when you think about it. The amount of damage that goes into hit points is (Weapon_Damage-(Weapon_Damage*(AC/PEN))), or (Weapon_Damage*(AC/PEN)) goes into armor points, if you prefer to look at it that way.

II. ASSUMPTION OF ARMOR CLASS

Armor Class values are rated to the point in which the armor will completely stop the attack so the protected individuals receive absolutely no damage, including any "blunt trauma".

Armor Class is measured on an exponential scale. Every 10 points of Armor Class is 10x harder and more resistant to damage. Armor Class 20 is 10 times harder than Armor Class 10. Armor Class 30 is 100 times harder than Armor Class 10. This is further illustrated by the chart below.

Armor Class
Hardness and Resistance Equivalent
1
Thick cloth, padded armor
2
Leather armor
10
Full plate mail (suit of armor)
20
40 lbs of Level IV body armor (Kevlar/Spectra plate)
23
Light Armored Vehicle
25
Soviet-era Tank
30
M1A2 Abrams Tank

III. ARMOR TYPES

  • AC - Armor Class. (explained above)
  • AP - Armor Points. (explained above)

Armor Type
Class
AC
AP
The Order
Hazmat Armor
Light armor specially designed for the handling of toxic and radioactive materials.
Wastelander 10 100
Alloy Exoskeleton
Alloy outer skin 10x harder than steel that is thin enough to help dissipate internal heat without adding bulk.
Android 15 150
Tactical Combat Armor
Body armor made of entirely high tech composites: a perfect blend of heat/cold/shock resistant fabrics reinforced by Duresist™ plates.
Commando 20 200
Power Armor
Made of solid Duresist™, this tank-like armor is implanted as part of wearer's the body.
Cyborg 25 250
The Chosen
Robe of Protection
Light magic robes, typically worn by the clergy, with the protection equal to steel plates.
Monk 10 100
Bracers of Protection
Magical bracers that surround the user with protection buts requires the specialist of arcane knowledge to use.
Mage 15 150
Chainmail of Shadows
The ultimate magic chainmail worn under enchanted cloth that can disperse elemental damage.
Assassin 20 200
Platemail of Legend
Enchanted armor 500x more power than platemail; a shining example of the state-of-the-art in enchantment.
Fighter 25 250

VI. WEAPON ARMOR PENETRATIONS, JARRING, AND STUNNING

  • Description - the general description of what exactly the type of damage is.
  • PEN - the penetration value of the damage type. (described above)
  • JAR - the multiplier amount of recoil being hit by the damage type causes.
  • STUN - the base multiplier for the duration you are stunned when hit by the damage type.
Description
PEN
JAR
STUN
Melee
Bludgeon, Blunt, or Punching
1
1.5
2.0
Slash or Slicing Melee
5
1.0
1.0
Magic Weapons (Bladed/Enchanted)
Type I (thrown magic weapon)
15
0.5
0.0
Type II (melee enchanted metal)
30
0.5
1.0
Type III (energy)
60
0.5
1.0
Type IV (shadow, vorpal, etheral)
70
0.5
1.0
Firearms
Shotgun Scatter / JHP Pistol Bullet
13
1.0
1.0
FMJ Pistol Bullet
15
1.0
1.0
Magnum Bullet / Shotgun Slug
18
1.0
1.0
Rifle Bullet / (lesser) Machine Gun Bullet
20
1.0
1.0
(greater) DU Machine Gun Bullet
28
1.0
1.0
Gauss Slug
60
1.5
1.0
Elemental
Freezing
13
0.0
4.0
Chemical
15
0.0
0.0
Burn (microwave, laser, heat, fire, electric)
25
1.0
1.0
Greater Electricity / Energy
30
1.0
1.0
Greater Fire / Plasma
30
1.0
1.0
Special Chemical Smoke (cannot hurt friends)
23
0.0
0.0
Napalm /Sticky Fire / Constant Burn
23
0.0
0.0
Semi-Explosive
Flash / Flare (explosion that emits mainly light) 1 0 0
Freezing Explosion
13
0
3.0
Semi-Explosive
13
1.5
1.0
Explosive (Warhead)*
Type I (RPG-7, small rocket)
30
2.0
1.5
Type II (missile, rocket)
45
2.0
1.5
Type III (anti-tank/mech missile)
60
2.0
1.5
Explosive*
Type I (grenade, RPG-7, dynamite)
25
2.0
0.0
Type II (missile, rocket)
40
2.0
0.0
Type III (anti-bunker bomb/missile)
55
2.0
0.0
Type IV (nuke, anti-matter)
70
2.0
0.0
Magic Explosion (phoenix attack)
25
2.0
0.0
Mine / Prox Mine / Anti-Vehicle Mine
35
2.0
0.0
Misc
Bleed / Fluid Leak
inf
0.0
0.0
Stun (can do progressive damage)
1
0.0
2.0
Choke (water, hostile atmosphere)
inf
0.0
0.0
Falling, Crushing, Collision
33
2.0
0.0
Falling and can never get up
33
2.0
0.0
Psionic
Drain Life
inf
0.0
0.0
Drain Armor
1
0.0
0.0

* Explosives do critical hit (double damage) against all constructions except Drones and Kamis.

VI. HIT AREAS & DAMAGE CHART

Area
% Damage
Head
200
Chest & Abdomen
100
Shoulder & Pelvis
90ª
Upper Leg & Arm
80ª
Elbow & Knee
60ª
Shin & Lower arm
40ª
Hands & Feet
20ª

ª = Damage can be halved with good Tenacity (saving throw vs. nonvital damage).

 
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