2008-06-04, 17:41:13
I'll make this as simple as possible.
Spell damage: no reduction from any armor class whatsoever. This INCLUDES armor rating! Includes every weapons of players and skills( AKA spells).
Siege damage: Guard spawns and mortar teams. Extra damage to fortified armor.
Normal damage: Banshee spawns (ghost tanks). Extra damage against medium, lower damage against fortified armor.
Magic damage: reduced damage against fortified, 200% against heavy armor (this includes players). Only the aura creeps have it (troop command center)
Piercing damage: Bonus against ligth armor, reduced against medium and fortified.
Chaos damage: 100% to all armor types. Is reduced by armor rating.
Fortified armor: Most buildings.
Medium armor: Commander creeps (they have chaos attacks too) AKA the flamethrowers guys.
Heavy armor: All player tanks and a lot of creeps too.
Ligth armor: Most flying creeps.
"Physical" damage, which is affected by armor type, armor rating and defensive skills (like Heavy tank passive skill) is everything BUT spell damage.
I havent seen "unarmored" armor type in the game. Wasn't paying attention to it though...
Litterally, that means no amount of armor tweaking skills, auras and whatnot will affect damage output made by players. Notable exceptions, all the skills that clearly states that target takes X% more damage by spells (example: demon tank "W" skill), or less (like the trader "W" skill, which absorbs magic damage). Likewise, auras that upgrades attack damage and speed will NOT affect damage of player weapons and skills, because they do not affect spells.
"Weapons" in Btanks are based off on a single spell (Phoenix fire), and therefore are not influenced by any and all buffs and debuffs in the game, unless it clearly states it affects MAGIC damage. As there is no mechanics in W3 that modifies spell delays (except levels, AFAIK), weapons are thus immune to outside influence.
More info on this can be gained through Battle.net strategy compendiums.
Spell damage: no reduction from any armor class whatsoever. This INCLUDES armor rating! Includes every weapons of players and skills( AKA spells).
Siege damage: Guard spawns and mortar teams. Extra damage to fortified armor.
Normal damage: Banshee spawns (ghost tanks). Extra damage against medium, lower damage against fortified armor.
Magic damage: reduced damage against fortified, 200% against heavy armor (this includes players). Only the aura creeps have it (troop command center)
Piercing damage: Bonus against ligth armor, reduced against medium and fortified.
Chaos damage: 100% to all armor types. Is reduced by armor rating.
Fortified armor: Most buildings.
Medium armor: Commander creeps (they have chaos attacks too) AKA the flamethrowers guys.
Heavy armor: All player tanks and a lot of creeps too.
Ligth armor: Most flying creeps.
"Physical" damage, which is affected by armor type, armor rating and defensive skills (like Heavy tank passive skill) is everything BUT spell damage.
I havent seen "unarmored" armor type in the game. Wasn't paying attention to it though...
Litterally, that means no amount of armor tweaking skills, auras and whatnot will affect damage output made by players. Notable exceptions, all the skills that clearly states that target takes X% more damage by spells (example: demon tank "W" skill), or less (like the trader "W" skill, which absorbs magic damage). Likewise, auras that upgrades attack damage and speed will NOT affect damage of player weapons and skills, because they do not affect spells.
"Weapons" in Btanks are based off on a single spell (Phoenix fire), and therefore are not influenced by any and all buffs and debuffs in the game, unless it clearly states it affects MAGIC damage. As there is no mechanics in W3 that modifies spell delays (except levels, AFAIK), weapons are thus immune to outside influence.
More info on this can be gained through Battle.net strategy compendiums.