History Main / ArmorPiercingAttack

21st Aug '17 9:09:22 PM SullenFrog
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* The Shield Piercer perk in ''VideoGame/{{Sundered}}'' allows the player’s attacks to bypass an enemy’s [[RegeneratingShieldsStaticHealth shields]], if it has any. In exchange, the perk makes the player’s own shields regenerate at a much slower rate.
14th Aug '17 7:34:37 PM thatother1dude
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** ''VideoGame/{{Fallout 1}}'' and ''VideoGame/{{Fallout 2}}'' were ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same cartridge functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted. This can cause the weapon to do no damage at all regardless of their Damage Resistance.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.

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** ''VideoGame/{{Fallout 1}}'' Several weapons in ''VideoGame/Fallout1'' and ''VideoGame/{{Fallout 2}}'' ''VideoGame/Fallout2'' have the [[GuideDangIt hidden]] [[http://fallout.wikia.com/wiki/Weapon_Penetrate ability]] to ignore 80% of a target's Damage Threshold, which is rather helpful when DT can (and often does) reduce an attack's damage to nothing. Both games were also ''meant'' to have armor-piercing ammunition, but neither one works: in ''1'' a bug causes all ammo modifier to be ignored, making every permutation of the same cartridge functionally identical. The modifiers work in ''2'', but they're so poorly balanced that for most guns armor-piercing rounds are the worst in any situations[[labelnote:Why?]]AP ammo lowered Damage Resistance by 25-50%, but cut damage in half ''before'' Damage Threshold was subtracted. This can cause the weapon to do no damage at all regardless of their Damage Resistance.[[/labelnote]]. The AP Needler ammo and the AP rocket (!) ammo are the only exceptions. The [[http://fallout.wikia.com/wiki/Fallout_2_Restoration_Project Fallout 2 Restoration Project]] includes an option to fix AP ammo modifiers, making them work as intended.
27th Jul '17 10:58:24 AM Ferot_Dreadnaught
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*** The "Armor Break" skill will remove the "armored" enhancement from its target, allowing you to damage it normally with non-piercing weapons.

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*** ** The "Armor Break" skill will remove the "armored" enhancement from its target, allowing you to damage it normally with non-piercing weapons.
27th Jul '17 10:48:43 AM Necrodomo
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* The [[GlassCannon Void Walker]] demon in ''[[NexusWar Nexus Clash]]'' has Precision of the Assassin, an attack that completely ignores the target's armor due to the Void Walker's maybe-real insubstantial state. This doubles as a DeathOrGloryAttack since it drops the attacker's own armor into negative numbers and makes the Void Walker liable to get killed in a few shots if they can't defeat their target quickly.
17th Jul '17 11:28:13 AM BeerBaron
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* In ''Franchise/TheElderScrolls'' series, this is a common trait of [[OurWerewolvesAreDifferent werewolves]]. Their claw attacks often outright ignore armor. In ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'''s ''Bloodmoon'' expansion, blocking the attack of a werewolf with your shield can cause the shield to become instantly [[BreakableWeapons completely broken]], even if it was in a fully-repaired state.
12th Jul '17 12:39:39 AM AgProv
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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 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.

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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 mass by a shot. For this reason portions of armor like helmets and shoulder pads are designed to ''deflect'' the would round as opposed to stop it outright.
5th Jul '17 8:54:12 PM Aiyonbeam
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*Damage in [[VideoGame/LeagueOfLegends League of Legends]] is, as a rule, separated into two types; Physical Damage and Magic Damage, dictated and mitigated by Attack Damage and Armor for Physical, and Ability Power and Magic Resist for Magical. This is, of course, balanced out by stats like Armor Penetration and Magic Penetration, which serve to provide a way for squishy Marksmen and Mages to deal with opponents that stack defensive stats.
**A stat, known as 'Lethality,' was introduced as of February 2017. While normal Armor Penetration works on flat numbers, allowing X amount of damage to pierce armor - where X is the amount of Armor Penetration a champion has - Lethality is a flat percentage of damage penetration that increases based on the level of the champion dealing the damage. (Up until recently, the percentage was based on the level of the champion receiving the damage.)
**In addition, some characters have the ability to deal 'True Damage,' which ignores all mitigation stats and items to deal, well, [[ExactlyWhatItSaysOnTheTin true damage.]] Notable examples are Garen's 'Demacian Justice,' which deals True Damage to the champion on the enemy team with the most recent kill, and Cho'Gath's 'Feast,' which deals a MINIMUM of 1,000 true damage to neutral monsters and minions, and a bit less to enemy champions.
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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** 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.
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