In the damage effect is a field "armor reduction" which determines how the damage effect interacts with armor.
In case of any normal SC2 units the value is 1. Meaning 1 armor = 1 point less damage.
If the value was 10, the damage effect would do 10 damage less per armor. This value can be 0 and it can also be negative (you do more damage the more armor the enemy has).
A lot of units have a "minimum" damage. For example the marine. Even against an enemy with infinite armor they would do a certain amount of damage.
Since a recent patch you can change the armor formula to work differently per unit.
@Sendlirn: Go In SC2 melee attacks made with weapons are reduced just like that by armor, but the minimum damage a unit will take is 1. It is possible to take fractions like you described and they are added normally. Spells are not reduced by damage.
But in the editor you can alter the exact values, or even change it to more complex interactions. There are ways to reduce or increase the minimum and maximum damage a unit takes too.
@Sendlirn: Go That not a global rule actually, these things are defined per effect. In melee there aren't units that cause 0.5 damage, at least not with their main weapons, unless we consider splash damage. In that case I think the minimum damage is smaller, but I never really checked.
So 0.5 damage vs 1 armor will do the minimum you set it to do.
I've noticed that each damage effect cannot go under .5 damage, so if a marine with damage 5 attacks an enemy with armor 10 then the marine will deal .5 damage to the unit per attack. The armor is applied to the damage effects from the weapon so if it has several damage effects it will do .5 damage per effect (Thor AA attack, which has 4 damage effects, will do at least 2 damage per weapon fire)
That's wrong. I already played around how the Mutalisk bounce attack does damage. Everyone will agree that every bounce does a little less percentage. What interested me with the bounce is the thrid one. A normal mutalisk will do 9 -> 3 -> 1. Every upg adds: +1 -> +0.333 -> +0.111.
A 0 attack mutalisk will do on 0 armor units 9, 3 and 1.
A 0 attack mutalisk will do on 1 armor units 8, 2 and 0.5.
A 3 attack mutalisk will do on 0 armor units 12, 4, 1.3 (this will do for 4 consecutive attacks, 2-1-1-2 damage.)
A 3 attack mutalisk will do on 1 armor units 11, 3, 0.5 (this will do 1 damage, then constantly 0.5)
So, the minimum damage is 0.5. But it can kind of calculate damage higher than 0.5 that are not an Integer.
If you have a unit that does 0.1 damage, I think it will do 0.5 in fact. (Must test)
Im intrested in learning how armor work. If i have 8 damage, and 8 armor, do i do any damage?
If someone does 2 damage, and i have 1.5 armor, do still 0.5 damage go through?
Just want to know more about how it works :)
In the damage effect is a field "armor reduction" which determines how the damage effect interacts with armor.
In case of any normal SC2 units the value is 1. Meaning 1 armor = 1 point less damage.
If the value was 10, the damage effect would do 10 damage less per armor. This value can be 0 and it can also be negative (you do more damage the more armor the enemy has).
A lot of units have a "minimum" damage. For example the marine. Even against an enemy with infinite armor they would do a certain amount of damage.
Since a recent patch you can change the armor formula to work differently per unit.
@Sendlirn: Go In SC2 melee attacks made with weapons are reduced just like that by armor, but the minimum damage a unit will take is 1. It is possible to take fractions like you described and they are added normally. Spells are not reduced by damage.
But in the editor you can alter the exact values, or even change it to more complex interactions. There are ways to reduce or increase the minimum and maximum damage a unit takes too.
@SoulFilcher: Go
What seems confusing is that, if i have 2 damage, and 2 armor, i will still do 1 damage. Right?
If i do 0.5 damage (reduced by armor) would i still do 1?
@Sendlirn: Go That not a global rule actually, these things are defined per effect. In melee there aren't units that cause 0.5 damage, at least not with their main weapons, unless we consider splash damage. In that case I think the minimum damage is smaller, but I never really checked.
So 0.5 damage vs 1 armor will do the minimum you set it to do.
If you want to do percentage armor, rather than flat reduction, you will have to use Combat: Damage Response with a Location of Defender.
I know nobody asked, but could be relevant.
@MasterWrath: Go
Yeah ^-^ i guessed so.
@Sendlirn: Go
I've noticed that each damage effect cannot go under .5 damage, so if a marine with damage 5 attacks an enemy with armor 10 then the marine will deal .5 damage to the unit per attack. The armor is applied to the damage effects from the weapon so if it has several damage effects it will do .5 damage per effect (Thor AA attack, which has 4 damage effects, will do at least 2 damage per weapon fire)
@SoulFilcher: Go
That's wrong. I already played around how the Mutalisk bounce attack does damage. Everyone will agree that every bounce does a little less percentage. What interested me with the bounce is the thrid one. A normal mutalisk will do 9 -> 3 -> 1. Every upg adds: +1 -> +0.333 -> +0.111.
A 0 attack mutalisk will do on 0 armor units 9, 3 and 1.
A 0 attack mutalisk will do on 1 armor units 8, 2 and 0.5.
A 3 attack mutalisk will do on 0 armor units 12, 4, 1.3 (this will do for 4 consecutive attacks, 2-1-1-2 damage.)
A 3 attack mutalisk will do on 1 armor units 11, 3, 0.5 (this will do 1 damage, then constantly 0.5)
So, the minimum damage is 0.5. But it can kind of calculate damage higher than 0.5 that are not an Integer.
If you have a unit that does 0.1 damage, I think it will do 0.5 in fact. (Must test)
Working on projects:
Armor always reduces damage by a flat value, like other people already posted.
But each tick of damage will do a minimum amount of damage dependent of what you defined in the data values.