History Main / ArmorPiercingAttack

11th Jun '17 11:57:43 AM Hjortron18
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/cannonballedcuirass.jpg]]
[[caption-width-right:300:Method #1: [[TheresNoKillLikeOverkill Overkill.]][[note]]That is a cannonball shot. [[FridgeHorror Try not to think too much about what happened to the wearer.]][[/note]]]]



[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/cannonballedcuirass.jpg]]
[[caption-width-right:300:Method #1: [[TheresNoKillLikeOverkill Overkill.]][[note]]That is a cannonball shot. [[FridgeHorror Try not to think too much about what happened to the wearer.]][[/note]]]]

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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/cannonballedcuirass.jpg]]
[[caption-width-right:300:Method #1: [[TheresNoKillLikeOverkill Overkill.]][[note]]That is a cannonball shot. [[FridgeHorror Try not to think too much about what happened to the wearer.]][[/note]]]]
7th May '17 3:47:22 PM nombretomado
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* Speaking of Blizzard games, both ''VideoGame/StarCraft'' and ''VideoGame/StarcraftII'' also have two different armor/damage systems in play. In both games, the amount of armor on a unit subtracts from the damage dealt by an attacking unit: if an attacker deals 3 damage and the target has 2 armor, 2 damage will be subtracted from the attack and only 1 damage will actually be dealt. In gameplay terms, this means that weaker attacks will be disproportionately less effective than higher damage attacks against armor, although this could be easily overcome by SpamAttack from [[MoreDakka faster attacks]] or through sheer numbers.

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* Speaking of Blizzard games, both ''VideoGame/StarCraft'' ''VideoGame/StarCraftI'' and ''VideoGame/StarcraftII'' also have two different armor/damage systems in play. In both games, the amount of armor on a unit subtracts from the damage dealt by an attacking unit: if an attacker deals 3 damage and the target has 2 armor, 2 damage will be subtracted from the attack and only 1 damage will actually be dealt. In gameplay terms, this means that weaker attacks will be disproportionately less effective than higher damage attacks against armor, although this could be easily overcome by SpamAttack from [[MoreDakka faster attacks]] or through sheer numbers.



* The Terran EMP Shockwave in ''StarCraft'' destroys the shields of anything it hits. Not very useful against the Terran or Zerg who don't have shields at all, but a Protoss Archon has 350 shields and 10 health...

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* The Terran EMP Shockwave in ''StarCraft'' ''VideoGame/StarCraft'' destroys the shields of anything it hits. Not very useful against the Terran or Zerg who don't have shields at all, but a Protoss Archon has 350 shields and 10 health...
1st May '17 12:18:56 PM fungus3
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Added DiffLines:

** Sunsteel Strike and Moongeist Beam [[NoSell no-sell]] Abilities that would protect the target, such as Shell/Battle Armor, Fluffy, Unaware, and even the ''Disguise'' ability! And ''both'' moves are ''[[UpToEleven super effective]]'' against the Pokemon with the latter ability.
16th Apr '17 12:25:48 PM nombretomado
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* In ''MasterOfMagic'' for units with Armor Piercing attack a target has effectively 1/2 (rounded down) of its normal defense value.

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* In ''MasterOfMagic'' ''VideoGame/MasterOfMagic'' for units with Armor Piercing attack a target has effectively 1/2 (rounded down) of its normal defense value.



* Starting in ''[[SpaceEmpires Space Empires IV]]'', weapons can now skip armor, in addition to shields. A spin-off called ''Space Empires: Starfury'' had this, too.

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* Starting in ''[[SpaceEmpires ''[[VideoGame/SpaceEmpires Space Empires IV]]'', weapons can now skip armor, in addition to shields. A spin-off called ''Space Empires: Starfury'' had this, too.
11th Apr '17 8:32:19 AM infernape612
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* In the ''VideoGame/FireEmblem'' series, the recurring skill[[note]]or tome in the Game Boy Advance games[[/note]] Luna either halves or negates the target's Defense or Resistance (whichever is applicable to the attack). In ''[[VideoGame/FireEmblemTellius Fire Emblem: Radiant Dawn]]'', the BlackKnight has an exclusive, beefed up variant of this skill called Eclipse which negates defense and ''[[UpToEleven multiplies the attack's might by a factor of five]]''. The minimum amount of damage he can deal with it is 191, in a game where the FinalBoss has 120 HP. Anyone who takes this is going bye-bye.

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* In the ''VideoGame/FireEmblem'' series, the recurring skill[[note]]or tome in the Game Boy Advance games[[/note]] Luna either halves or negates the target's Defense or Resistance (whichever is applicable to the attack). In ''[[VideoGame/FireEmblemTellius ''[[VideoGame/FireEmblemRadiantDawn Fire Emblem: Radiant Dawn]]'', the BlackKnight has an exclusive, beefed up variant of this skill called Eclipse which negates defense and ''[[UpToEleven multiplies the attack's might by a factor of five]]''. The minimum amount of damage he can deal with it is 191, in a game where the FinalBoss has 120 HP. Anyone who takes this is going bye-bye.
8th Apr '17 11:19:06 PM Getta
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See also DepletedPhlebotinumShells and ClothingDamage (if the armor is destroyed). Tends to work well against enemies that employ DamageReduction. Might cross over with ElementalRockPaperScissors if the armor is made from one element and the skill or weapon uses the opposed element. Not related to ArmorPiercingSlap or BarrierBustingBlow. May be used in combination with ArmorIsUseless and[=/=]or OneHitPolykill. Compare AntiArmor, when a technique does more damage instead of bypassing defenses.

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See also DepletedPhlebotinumShells and ClothingDamage (if the armor is destroyed). Tends to work well against enemies that employ DamageReduction. Might cross over with ElementalRockPaperScissors if the armor is made from one element and the skill or weapon uses the opposed element. Not related to ArmorPiercingSlap or BarrierBustingBlow. May be used in combination with ArmorIsUseless and[=/=]or OneHitPolykill. Compare AntiArmor, when a technique does more damage instead of bypassing defenses.defenses, and UnblockableAttack for attacks that blow through DefendCommand.
4th Apr '17 4:14:30 AM TwinBladeWarrior
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** ''VideoGame/{{XCOM 2}}'' has the "Shredder ammunition" ability for the Grenadier, which removes armor points from the target. These points are still deducted from the damage during the shredding attack, but for all subsequent attacks they're gone for good.

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** * ''VideoGame/{{XCOM 2}}'' has the "Shredder ammunition" ability for the Grenadier, which removes Grenadier and various types of grenades for everyone, these remove armor points from the target. These points are still deducted from the damage during the shredding attack, but for all subsequent attacks they're gone for good.good.
** Some [[PsychicPowers psionic]] attacks bypass armor completely but usually only affect organic enemies
18th Mar '17 11:10:30 AM Donquill
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*** The full extent of Flechette's power doesn't become clear until later in the story. The guaranteed piercing effect even nullifies reaction powers like [[spoiler: Gray Boy's auto-resurrection via time travel]] as is revealed to be [[spoiler: a sting the titular eldritch horrors use to kill each other.]]

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*** The full extent of Flechette's power doesn't become clear until later in the story. The guaranteed piercing effect even nullifies reaction powers like [[spoiler: Gray Boy's auto-resurrection via time travel]] as is revealed to be [[spoiler: a sting the titular eldritch horrors use to kill each other.other, essentially making her power a 4-D death ray.]]
6th Mar '17 2:00:03 AM Alceister
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* It's also worth pointing out that while the bulletproof vest is designed to stop the round ''itself'' from penetrating you, it does little if anything to stop the force itself other than dispersing it over a wider area. The full force of the round ''still'' hits you, and as expected, you will be (often seriously, and potentially still fatally) wounded if hit center of mast by a shot. For this reason portions of armor like helmets and shoulder pads are designed to ''deflect'' the would as opposed to stop it outright.

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* It's also worth pointing out that while the bulletproof vest is designed to stop the round ''itself'' from penetrating you, it does little if anything to stop the force itself other than dispersing it over a wider area. The full force of the round ''still'' hits you, and as expected, you will be (often seriously, and potentially still fatally) wounded if hit center of mast mass by a shot. For this reason portions of armor like helmets and shoulder pads are designed to ''deflect'' the would as opposed to stop it outright.
16th Feb '17 4:09:05 PM dlchen145
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** Certain guns and mods also give your bullets penetration, which doesn't stop armor, but lets it go through cover, which includes the other-wise invincible riot shields. A Javelin sniper rifle with maximised penetration mod, maximised high-velocity barrel, and Garrus's specialty ammo can go through thicker cover than actually exists in the game.

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** Certain guns and mods also give your bullets penetration, which doesn't stop armor, but reduces the damage reduction armored enemies possess, and lets it go through cover, which includes the other-wise invincible riot shields. A Javelin sniper rifle with maximised penetration mod, maximised high-velocity barrel, and Garrus's specialty ammo can go through thicker cover than actually exists in the game.
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