this post was submitted on 21 Aug 2023
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Cataclysm: Dark Days Ahead
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Cataclysm: Dark Days Ahead
Cataclysm: Dark Days Ahead, or C:DDA, is an open source post-apocalyptic turn-based survival RPG that challenges players to not only survive, but battle a wide range of zombies and other terrifying creatures that threaten their lives. Newcomers are recommended to play the most recent stable release - 0.G - Gaiman
Official Links
Useful Links
- [email protected]
- Community Discord
- Game launchers
- References
- Hitchhiker's Guide
- Item Finder
- Skill/Stat Code Breakdown
- C:DDA Wiki ^Editors\ Welcome^
Other Projects
Cataclysm: Bright Nights
Fork of C:DDA with emphasis on combat, gameplay balance, and QoL
Cataclysm: Looming Darkness
Multiplayer rewrite by /u/stolencatkarma
WatchCDDA
Cataclysm: DDA SSH server by /u/r7st
founded 1 year ago
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From my understanding that is pretty much it,
I believe Cdda tries to emulate real world protection, so I like to believe vital protection protects you from vital damage like insta-kills and artierial bleeding which i guess is equavalent to critical hits. I, at least, recall more reliable combat outcomes if I made sure my "vitals" are covered for example brain and heart.
Damage protection generally has from the last time i played a low, median and high value which i guess emualates the idea of average hits hitting armour, hits on weaker parts of armour or "glancing blows"
So to my understanding when armour says something like 90 coverage on it, it means it covers 90% of a body part is covered and thus provides its values 90% of the time as there is still a 10% chance that you get hit in a part not covered.
The other values that use different materials like leather and kevlar with something like 80/20 means that 80% is one material and inherits its properties and the 20 % inherits the other to my understanding.
So good layering and part coverage makes the armour values
That is to my understanding and open to corrections