History Main / ArmorPiercingAttack

19th Feb '18 2:54:54 PM Malady
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** A bugged legendary weapon, the [[AddedAlliterativeAppeal Vladof Vengance]], has this effect. In theory, it should allow the machine pistol to occasionally fire rounds that pass through armor to damage health. In practice, this effect can also get passed on to any of the other weapons in your inventory at the time. Shield bypass ability on something with enough damage or enough dakka (or both!) can veer straight into GameBreaker territory.

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** A bugged legendary weapon, the [[AddedAlliterativeAppeal [[AlliterativeName Vladof Vengance]], has this effect. In theory, it should allow the machine pistol to occasionally fire rounds that pass through armor to damage health. In practice, this effect can also get passed on to any of the other weapons in your inventory at the time. Shield bypass ability on something with enough damage or enough dakka (or both!) can veer straight into GameBreaker territory.
4th Feb '18 9:08:37 AM nombretomado
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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.

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* The [[GlassCannon Void Walker]] demon in ''[[NexusWar Nexus Clash]]'' ''VideoGame/NexusClash'' 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.
2nd Jan '18 6:15:54 PM nombretomado
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* The ''HeroClix'' ability Precision Strike allows any character who wields it to still do 1 damage even if it would normally be reduced to 0. They still have to have at least a damage value of 1, though. Then there are more traditional armor - piercing attacks like Exploit Weakness for melee attacks and Penetrating / Psychic Blast for ranged. And then there is the Pulse Wave - if you're in the AreaOfEffect, nothing will help you because Pulse Wave shuts down ''EVERYTHING'', including but not limited to damage reduction, evasion, and damage ignoring - effects. Once it draws a line of fire to a character, no ability (except something that explicitly says "cannot be ignored") will be active before the attack resolves.

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* The ''HeroClix'' ''TabletopGame/HeroClix'' ability Precision Strike allows any character who wields it to still do 1 damage even if it would normally be reduced to 0. They still have to have at least a damage value of 1, though. Then there are more traditional armor - piercing attacks like Exploit Weakness for melee attacks and Penetrating / Psychic Blast for ranged. And then there is the Pulse Wave - if you're in the AreaOfEffect, nothing will help you because Pulse Wave shuts down ''EVERYTHING'', including but not limited to damage reduction, evasion, and damage ignoring - effects. Once it draws a line of fire to a character, no ability (except something that explicitly says "cannot be ignored") will be active before the attack resolves.
11th Dec '17 12:29:27 PM 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.

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* ''Franchise/TheElderScrolls'':
** Bog standard spells ignore armor rating when they strike a target.
In ''Franchise/TheElderScrolls'' order to protect from them, armor needs to be enchanted to reduce, absorb, or reflect magical damage.
** Throughout the
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.
10th Dec '17 4:08:19 PM nombretomado
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* In ''DragonQuestIX'', the MetalSlime family is almost completely immune to physical attacks and totally immune to magical attacks. All critical attacks bypass physical defense, rendering them the only practical way to take down the stronger MetalSlime variants.

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* In ''DragonQuestIX'', ''VideoGame/DragonQuestIX'', the MetalSlime family is almost completely immune to physical attacks and totally immune to magical attacks. All critical attacks bypass physical defense, rendering them the only practical way to take down the stronger MetalSlime variants.
8th Dec '17 4:13:20 PM FlashRebel
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Added DiffLines:

** Firearms in {{Pathfinder}} target touch AC at close range, effectively bypassing armors and shields just like spells do. Early firearms have poor range increments and only target touch AC on attacks made within their first range increment, advanced firearms target touch AC within their first five range increments and rifles reach as far as crossbows, [[ArmorIsUseless rendering armor useless]] in a modern setting that gives everyone access to firearms.
20th Nov '17 12:49:48 PM thatother1dude
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* In ''DragonQuestIX'', the MetalSlime family is almost completely immune to physical attacks and totally immune to magical attacks. All critical attacks, bypass physical defense, rendering them the only practical way to take down the stronger MetalSlime variants.

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* In ''DragonQuestIX'', the MetalSlime family is almost completely immune to physical attacks and totally immune to magical attacks. All critical attacks, attacks bypass physical defense, rendering them the only practical way to take down the stronger MetalSlime variants.
31st Oct '17 12:05:36 AM Sumatris
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Added DiffLines:

* All hostile attacks in ''VideoGame/HalfLife2'' are armor-piercing to some extent since Gordon's PoweredArmor is incapable of fully stopping hits; it merely reduces their effectiveness. Running around with your suit's power depleted means every hit will deal its full damage to your health instead. It's a [[JustifiedTrope justified]] example because Gordon's suit is meant for dangerous (civilian) engineering work and was never designed to protect against bullets, explosives or focused dark energy blasts.


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* Most weapons in ''VideoGame/{{Stellaris}}'' have an armor penetration stat. Energy weapons in particular specialize in melting through ship armor, with their superheavy [[WaveMotionGun Tachyon Lances]] reigning supreme due to their 90% AP modifier. Similar mechanics apply to DeflectorShields (it's actually a damage bonus instead of penetration in this case, but the outcome is largely the same). Special mention goes to the Cloud Lightning and Arc Emitter weapons due to them having 100% penetration of shields ''and'' armor, which is balanced by their massive [[RandomizedDamageAttack damage randomization]].
30th Oct '17 11:49:18 PM Sumatris
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** ''VideoGame/Fallout4'' does away with specialised ammo and weapons entirely, but armor penetration can still be gained in various ways. All weapon types (handguns, rifles, heavy weapons, etc.) have perks associated with them that increase their damage and, at higher perk levels, tend to apply a permanent debuff (usually -30%) to enemies' damage reduction when hit with that specific weapon. One can also find weapons with the legendary [[ExactlyWhatItSaysOnTheTin Penetrating]] affix, which also ignores 30% of the targets DR and stacks with similar buffs like the one conferred by perks. Last but not least, the effectiveness of armor decreaes the more powerful the incoming attack is, which means a sufficiently strong hit can make a mockery of whatever protection you might have all on its own.

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** ''VideoGame/Fallout4'' does away with specialised ammo and weapons entirely, but armor penetration can still be gained in various ways. All weapon types (handguns, rifles, heavy weapons, etc.) have perks associated with them that increase their damage and, at higher perk levels, tend to apply a permanent debuff (usually -30%) to enemies' damage reduction when hit with that specific weapon. One can also find weapons with the legendary [[ExactlyWhatItSaysOnTheTin Penetrating]] affix, which also ignores 30% of the targets DR and stacks with similar buffs like the one conferred by perks. Last but not least, the effectiveness of armor decreaes decreases the more powerful the incoming attack is, which means a sufficiently strong hit can make a mockery of whatever protection you might have all on its own.
30th Oct '17 11:47:55 PM Sumatris
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Added DiffLines:

** ''VideoGame/Fallout4'' does away with specialised ammo and weapons entirely, but armor penetration can still be gained in various ways. All weapon types (handguns, rifles, heavy weapons, etc.) have perks associated with them that increase their damage and, at higher perk levels, tend to apply a permanent debuff (usually -30%) to enemies' damage reduction when hit with that specific weapon. One can also find weapons with the legendary [[ExactlyWhatItSaysOnTheTin Penetrating]] affix, which also ignores 30% of the targets DR and stacks with similar buffs like the one conferred by perks. Last but not least, the effectiveness of armor decreaes the more powerful the incoming attack is, which means a sufficiently strong hit can make a mockery of whatever protection you might have all on its own.
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