Combat Armor: Difference between revisions
mNo edit summary |
|||
Line 1: | Line 1: | ||
[[Category:KF2]] | |||
{{KF2WeaponInfo | {{KF2WeaponInfo | ||
| Name=Combat Armor | | Name=Combat Armor |
Latest revision as of 15:52, 18 November 2022
Killing Floor 2 item | |||
Combat Armor | |||
• "Combat armor protects you from various forms of damage, but is degraded in the process." • "Buy new armor or repair damaged armor at the Trader." • "It's a jacket, fitted with plates made from a combo of high-tech fiber and tungsten steel." | |||
General Information | |||
Pricing | 300 | ||
Ammo Cost | 3 (per armor point) | ||
In Killing Floor 2 the Combat Armor is the primary and the only (excluding various buffs) source of health protection. It allows to mitigate incoming damage to health at cost of its portion. Combat Armor can be purchased from the Trader or (at rare occasion) found of the ground.
Description
"Combat armor protects you from various forms of damage, but is degraded in the process. Buy new armor or repair damaged armor at the Trader."
Flavor Text
"It's a jacket, fitted with plates made from a combo of high-tech fiber and tungsten steel."
Technical Information
Combat Armor has 3 levels of integrity - High (when it has more than 75 points), Medium (when it has 50-75 points) and Low (when it has less than 50 points). Each integrity level allows to absorb different amount of the damage: High = absorbs 75% of all incoming damage, Medium = absorbs 65% and Low = absorbs 55% of all incoming damage.
Amount of the damage to absorb depends on the current armor state (if player takes hit while having 76 points of armor, absorbed percentage will be at High level). If damage given to player will be greater than amount of the armor they have, player will lose all their armor and the rest of the damage will be dealt to the actual health. Remaining health and armor values are integers, therefore ROUNDED DOWN.
Much like health, player's damage resistance as well affects amount of the damage their armor takes. Level 25 Berserker, for example, takes 10% less damage towards the armor due to passive resistance plus additional resistance of 15% from Resistance or 30% from Parry skills. And by staying at 40% health or below, the Field Medic player with Resilence skill takes only 40% damage to their armor.
Unaffected damage types
Combat Armor does not prevent players from taking following types of the damage:
- Falling damage.
- Siren's scream attacks
- E.D.A.R Trapper's EMP beam (but not the chest core explosion).
- Various traps that cause physical / pushing damage, such as Chipper pit trap on Krampus Lair.
- Berserker's EMP grenade.
- Hans Volter's health drain attack.
- Hellish Rage power up.
- Health drain in Blood Thirst weekly.
Perk-specific Features
Heavy Armor Training skill of the SWAT and Survivalist's passive armor ability ignore the armor absorption rate - armor always takes full damage acting like a second health pool. Additionally armor of the SWAT perk (but NOT of Survivalist) drained at the decreased rate - as long as player will be wearing armor all incoming damage towards it will be multiplied by x0.65. However 100% absorption rate only guaranteed if incoming damage (per single attack or damage tick) will be lesser than current amount of the armor - otherwise incoming damage to health will be decreased by amount of the remaining armor (Damage To Health = Base Damage - Amount of the Armor) and amount of the armor itself will be decreased by 65% (New Armor = Old Armor - Old Armor x 0.65).
Examples
Example 1: SWAT player with 100 HP and 100 AP takes 60 points of damage in single hit. This amount of the damage is lesser than amount of the armor player has so on top of 100% absorption rate player will take only 60x0.65 = 39 points of damage to armor.
Example 2: SWAT player with 100 HP and 20 AP takes 40 points of damage in single hit. This amount of the damage is greater than amount of the armor player has so firstly damage to health will be decreased by amount of the armor i.e. 40-20 = 20 and secondly amount of the armor player has will be decreased by 35%: 20 - 20x0.65 = 7. The player will end up having 80 HP and 7 AP.
Armor Bonuses
Commando's Tenacious skill increases maximum amount of the Armor by 25 points.
Field Medic's passive ability increases maximum amount of the Armor at rate of +2 points per level.
Survivalist's passive ability increases maximum amount of the Armor at rate of +1 point per level.
Notes
- Combat Armor has no weight and does not affect player's movement speed.
- Does not alternate player's model. It is impossible to say if player wears armor just by looking at their model. Overhead HUD indicator is the only way to tell.
- Has a chance to spawn on the ground.