Vehicle armor and damage resistance

Each weapon in PlanetSide deals damage using a 'resist,' with Vehicles and MAXes receiving increased or decreased damage dependent on their own resistances to that resist type.

The Lightning,, the Colossus, and the Valkyrie additionally use "Directional Armor," increasing/reducing the damage they receive based on the location of their assailant.

Damage resistance
All weapons deal damage using a 'resist type,' and every vehicle has resistance value against that resist type—taking either 100% damage from that attack, increased damage, reduced damage, or being entirely immune to attacks using that resist type.

Infantry, where no modifiers such as Nanoweave Armor or Flak Armor are in play, have no resistances and will receive 100% of the damage from any attack.

If a resistance is positive (eg. 20%), it reduces the amount of damage that unit receives from that resist type. Negative resistances (eg. -100%) increase the damage, and a resistance of 100% means that the vehicle will be entirely unaffected, with not even a hitmarker appearing if they are struck by an attack of that resist type.
 * -|MAXes and Standard Vehicles =

MAXes and Standard Vehicles

 * -|Colossus, Bastions, and Miscellaneous =

Directional Armor
Directional Armor is a value present on certain vehicles, increasing or decreasing the damage they take based on the location of their assailant at the time the damaging projectile connects. The vast majority of weapons adhere to directional armor values, with exception of Anti-Vehicle Grenades, C-4, and Tank Mines, all of which will not have their damage affected by directional armor.

As an example, the rear armor of a Lightning is '-50%'. This means that anti-vehicle ordnance fired by an assailant located in the rear quadrant of the tank will deal 50% increased damage. Where a vehicle has a positive value for its directional armor, such as the underside armor of any vehicle using Mine Guard, the inverse happens—they will receive reduced damage.

Though mentioned already, it is important to note that directional armor only takes into account the direction of the assailant that dealt the damage in relation to the vehicle, not the location on the vehicle that their projectile hit. A player firing a rocket at the back of a Lightning while located to its left-hand side will have their damage modified by the side directional armor, not the back armor.

The tables that can be found below shows the directional armor values of all vehicles by default, before taking into account modifiers like the Forward Vanguard Shield ability or Mine Guard.
 * -|Ground Vehicles =
 * -|Ground Vehicles =

Ground Vehicles

 * -|Aircraft =

Damage Calculation
Calculating the damage dealt by any given attack is simple multiplication. Consider that the listed damage of any given weapon is 100% of its damage—as a decimal, this can be considered as 1.00.

If a vehicle has a 20% resistance to that attack, then the attack will deal 80% of its original damage—as a decimal, 0.80. Multiplying the attacks' damage by 0.80 will reveal the true damage of the attack. For instance, an attack dealing 250 damage using a resist type the target has a 20% resistance against results in the following calculation; "250 * 0.8 = 200"

Where directional armor is also in play, the same principle with decimals is applied, and then it is simply added on top of the equation. For example, the Valkyrie has a bottom armor value of 50%, and a resistance of 75% against the M20 Basilisk's resist type, Heavy Machine Guns. The following calculation would be used to calculate the damage against one shot from the Basilisk; "250 * 0.25 * 0.5 = 31.25"

Shots To Kill
Once the damage of an attack has been calculated using the above calculations, it is as simple as dividing the health of the target by the damage-per-shot to figure out how many shots are required to kill the target, and then rounding up the result.

Using the directional armor plus resistance calculation for the Valkyrie versus the M20 Basilisk used above, we would find the Basilisk's shots-to-kill to be the following; "3000 / 31.25 = 96" In this scenario, the shots-to-kill calculation results in a whole number, and thus no rounding is required.

A similar calculation can be used to figure out the shots required to set a vehicle alight, which occurs at 20% of a vehicle's maximum health, requiring the vehicle's health to be multiplied by 0.8 (80%) first. "(3000 * 0.8) / 31.25 = 76.8 ≈ 77" In this scenario, it requires that the Valkyrie receive 77 shots from an M20 Basilisk's maximum damage shots to be set alight, assuming no repairs.

The templates STK and STKRange are in use throughout the wiki on most articles whose content focuses on a specific weapon, automatically performing these calculations for the convenience of any reader. These templates are located under the "Effectiveness" header on each appropriate page.

Media


History

 * November 18, 2016 Hotfix
 * Sniper Rifles (not the Archer) now use the small arms resistance type.
 * June 14, 2017 Hotfix
 * ANT/Sunderer resistances have been returned to their Live values prior to the June 8 hotfix.
 * September 26, 2017 Update
 * See Details and Undocumented Changes
 * September 28, 2017 Hotfix
 * Harasser
 * C4 resistance from -140 to -75
 * Dev Note: This change means the Harasser now goes to burning in one brick, instead of death. Equipping composite armor will keep a single brick from setting the Harasser to burning.
 * Archer Resistances
 * Galaxy resist (40) from -50 to 25
 * Liberator resist (40) from -50 to 0
 * October 19, 2017 Update
 * Air to Ground Warheads
 * Dev Note: Some A2G warhead resistance (type 23) values were skewed from where they were intended to be. The following changes will increase the durability of the listed vehicles against Hornets, Zephyr, and Dalton weapons.
 * Galaxy resist 23 (A2G warhead) from -25 to 25
 * Liberator resist 23 (A2G warhead) from -150 to 25
 * Valkyrie resist 23 (A2G warhead) from -140 to -50
 * Anti-Materiel Rifle
 * Dev Note: Anti-materiel rifle (type 40) received some adjustments to lighten the impact on certain types hard targets.
 * MBT resist 40 (archer) from 20 to 40
 * Lightning resist 40 (archer) from 20 to 40
 * Sunderer resist 40 (archer) from 25 to 40
 * Walker resistances
 * Flash resist 22 (walker) from 25 to 50
 * ANT resist 22 (walker) from 90 to 85
 * Sunderer resist 22 (walker) from 90 to 85
 * Lightning resist 22 (walker) from 90 to 85
 * MBT resist 22 (walker) from 90 to 85
 * ESF resist 22 (walker) from 35 to 50
 * Valkyrie resist 22 (walker) from 70 to 75
 * Galaxy resist 22 (walker) from 75 to 80
 * October 24, 2017 Hotfix
 * Event NPCs (Pumpkins/Snowmen)
 * Pumpkin and Snowman resist 2 (small arms) from 0 to 50
 * Pumpkin and Snowman resist 40 (anti-materiel rifles) from 0 to 50
 * November 20, 2017 Update
 * ESF
 * Resistance 23 (Air to Ground Warhead) from -140 to -75
 * Resist type 28 (AP Chaingun) from 75 to 65
 * Dev Note: The A2G warhead adjustment decreases the damage of each shot from an A2G warhead weapon, like the Zephyr, Dalton, or Hornet Missiles, but Zephyr and Dalton have had their damage buffed to counter-balance the adjustment, while Hornets go from 3 hits to kill to 4 hits to kill. The AP chaingun resist adjustment reduces the staying power ESF have primarily against a Liberator's Shredder, but this also affects the Tank Buster, the Valkyrie's Hellion, and other vulcan-like weapons.
 * AV MANA Turret (Engineer)
 * Resistance from 23 (Air to Ground Warhead) to 34 (Infantry Rocket Launcher)
 * Dev Note: AV MANA Turret was somewhat left behind during the original CAI update. This resistance type adjustment bumps up the damage, bringing it closer to being in line with infantry rocket launchers, and creating a better trade-off for Engineers making use of the turret.
 * December 13, 2017 Hotfix
 * Sunderer and ANT Resistances
 * Resist type 23 (Air to Ground) from 25 to 0
 * Dev Note: Against Dalton, this keeps Sunderers at 4 shots to crit and 5 to kill, and Blockade Sunderers remain 5 shots to kill. Zephyr and Hornets go from 11 to crit and 14 to kill to 8 to crit and 10 to kill. For ANTs, Dalton stays the same 4 shots to kill, while Zephyr and Hornets go from 9 shots to crit and 11 to kill down to 7 shots to crit and 8 to kill.
 * ESF Resistances
 * Resist type 23 (Air to Ground) from -75 to -125
 * Dev Note: This compensates for the damage reduction on the Liberator, and moves ESF a bit further along in the burning state when getting hit once by a Liberator round (2635 damage per shot previously to 2700 damage per shot now.) Zephyr goes from 4 shots to kill to 3 shots to kill. Hornets go from 4 shots to kill to 3 shots to kill.
 * Valkyrie Resistances
 * A2G resistance from -50 to 0
 * Dev Note: Coupled with the reduced Dalton damage, this changes Dalton from 2 shots to kill to 2 shots to crit and 3 shots to kill; Zephyr from 4 shots to kill to 5 shots to crit and 6 to kill; and Hornets from 4 shots to kill to 5 to crit and 6 to kill.
 * Resist type 8 (Aircraft Nosegun) from 75 to 80
 * Dev Note: This change slightly lengthens the time to kill against Valkyries with noseguns alone, providing a bit more survivability.
 * February 8, 2018 Update
 * Harasser
 * Tank Cannon (type 7) resistance from -20 to -50
 * Dev Note: In most cases, this reduces the number of main cannon shots to kill a Harasser by one.
 * April 5, 2018 Update
 * Galaxy
 * Resistance type 12 (Flak Explosive) from -120 to -50
 * Dev Note: This increases kill time from a dual burster MAX from about 24 seconds to 36 seconds. For comparison, pre-CAI, the TTK of a burster max was roughly 38 seconds. An MBT/Harasser's Ranger versus the vehicle follows a similar pattern, from 26 seconds TTK to 39 seconds TTK.
 * Liberator
 * Bottom armor from 50% to 20%
 * Resistance type 12 (Flak Explosive) from -130 to -75
 * Dev Note: Not taking the belly armor into consideration, the new Flak resistance increases the Liberator's time to kill versus a dual burster MAX from roughly 15 seconds to 22 seconds. With the addition of default Afterburner, the vehicle's ability to get in and out of combat made it less necessary to lean on the belly armor as a defense mechanism. We've reeled in that benefit, from 50% to 20%, which also helps make air to air combat less tedious. Dalton shots to kill versus another Liberator's belly armor, for example, goes from a 9 shot kill to a 6 shot kill.
 * Valkyrie
 * Resistance type 12 (Flak Explosive) from -126 to -100
 * Dev Note: Valkyrie is the vehicle most prone to keeping its belly armor facing a damage source, and most likely to break line of sight with threats due to the vehicle's agility. Even so, we wanted to give the vehicle a bit more breathing room in those close situations.
 * August 15, 2018 Update
 * Valkyrie
 * Resistance to small arms (type 2) from 96 to 75.
 * Galaxy
 * HMG resistance from 67% to 75
 * Chaingun resistance from 67% to 75%
 * Dev Note: These changes reduce how quickly a Galaxy can be destroyed by weapons like the Liberator's Vektor and Valkyrie's Wyvern.
 * October 11, 2018 Update
 * Small arms resistance (type 2) from 75 to 90.
 * Dev Note: The last adjustment to the Valkyrie's small arms resistance reduced the effectiveness of the vehicle as a combat platform, but hit the Valkyrie harder than we'd have liked. We're going to more conservative numbers and can continue to tune as necessary.
 * March 20, 2019 Update
 * Prowler, Magrider, Vanguard, Lightning
 * Tank Shell resistance (type 7) from 0 to -50
 * Rear armor from -100 to -50
 * Dev Note: While the original goal of increasing survivability for more casual or inexperienced players was well intentioned, tank versus tank combat became too much of a slugfest to be enjoyable for veterans. This change is a major swing back toward shorter tank versus tank time to kill values to bring back some of the tense, fast-paced gameplay (as well as some of the frustration that gameplay caused.) We'll continue to pursue avenues for easing less experienced players into the tank game, but it will no longer come at the cost of this style of gameplay. Some example impacts of these changes are listed below.
 * Sunderer, ANT
 * Tank Shell resistance (type 7) from 0 to -20
 * Dev Note: These changes equate to roughly one less shot to kill from their Live versions. This brings the expectations to destroy these vehicles a bit closer to that of tank to tank combat, while still allowing them to remain more tanky as wheeled support vehicles.
 * Deployment Shield (Sunderer)
 * While the shield is active, the vehicle no longer receives additional damage to Tank Shell (resist type 7)
 * Dev Note: This change nullifies the Tank Shell resistance adjustments above for Deploy Shield Sunderers whose shield is currently active.
 * Harasser
 * Tank Shell resistance (type 7) from -50 to -20
 * Engineers in the rumble seat now repair 50% of their normal repair per second value, instead of 30%.
 * Dev Note: With MBT and Lightning receiving less damage from the rear now, we've decided to reintroduce some of the vehicle's survivability against those targets. In most cases, this change increases the number of shots to kill for a composite armor Harasser by one, and prevents them from falling into a critical state as they normally would have, without composite armor. The additional rumble seat repair rate should also help boost the vehicle's overall survivability mid-fight, though ultimately the role of the Harasser continues to be to pick off wounded targets, and engage in hit and run gameplay.
 * Liberator
 * Resistance to Walker (type 22) from 75 to 72.5
 * Dev Note: This change moves the Walker's damage output against Liberators a bit closer to the Ranger without usurping its role at closer distances.
 * Anti-Vehicle MANA Turret (Engineer)
 * Damage resistance type changed from Infantry Rocket Launchers (type 34) to Tank Shell (type 7)
 * Adjusted the explosion visuals to better match the blast radius of the weapon.
 * Dev Note: This change gives the AV MANA Turret some of its earlier bite back versus heavily armored ground vehicles, without modifying the time to kill too much elsewhere.
 * Hardlight Barrier (Engineer)
 * Tank cannon resistance (type 7) from 0 to -400
 * HMG resistance (type 4) from 68 to 0
 * C4 resistance (type 11) from 0 to -100
 * Tank Mine resistance (type 9) from 0 to -50
 * Infantry Rocket resistance (type 34) from 0 to -50
 * A2G Warhead resistance (type 23) from 0 to -400
 * Dev Note: We've done a once-over on the Hardlight Barrier's resistances to put it more in line with the amount of damage you'd expect a magical space wall to take from heavy ordnance.
 * October 16, 2019 Update
 * MBT, Lightning, Sunderer, ANT (All factions)
 * Light Anti-Vehicle resist (type 5) from 0 to -20
 * Dev Note: This shifts up all of the light anti-armor based weaponry's power level against heavily armored vehicles a bit, which currently tend to be some of the less popular weapons in the game. This change also gives Harassers more of an edge against the targets listed.
 * ESF
 * Armor Piercing Chaingun resistance (type 28) from 65 to 50
 * A2G Warhead resistance from -125 to -100
 * Dev Note: With the introduction of the Wyrm, and the efficacy of A2A missile setups, ESF now have more powerful counters to solo Liberators, and have re-enabled one-shot kills with the Dalton against non-composite ESF, and made the vehicles slightly more vulnerable to gatling gun style weaponry. The increase in A2G warhead resistance gives ESF doesn't impact most A2G warhead weapons in a meaningful way, but sets Dalton up for changes we're making further down.
 * Liberator
 * A2G resistance (type 23) from 25 to 0
 * The Liberator's 20% Bottom Armor has been removed.
 * Dev Note: With the Liberator's integrated afterburner, added bottom armor, and now "free" fire suppression, players felt the Liberator was too tanky, and became less interesting to fight both with ESF and other Liberators. So for the time being, we've reverted the bottom armor change, and can consider bringing it back as a Defensive slot option if the demand is high enough. The air to ground resistance reduction will help, alongside changes below, with Liberator versus Liberator fights, and add a bit more power to Hornet Missiles, for ESF who want to risk getting closer to the vehicle.
 * June 24, 2020 Hotfix
 * Colossus has received the following adjustments to its default armor values.
 * Front Armor from 0% to 25%.
 * Top Armor from 0% to 25%.
 * Rear Armor from -50% to -15%.
 * Side Armor from -15% to 0%.
 * Bottom Armor from -100% to -15%.
 * Colossus dynamic collision resistance (type 13) from 96 to 100.
 * Dev Note: This should prevent the vehicle from being destroyed by debris.
 * October 1, 2020 Update
 * Colossus
 * Deployment Shield damage has been reduced by 50% across the board.
 * Dev Note: We're increasing the survivability of the Colossus' deployment shield significantly, though there will likely need to be additional tuning on a per-type basis following this change.
 * Liberator
 * Maximum health from 5000 to 4500.
 * Aircraft nosegun resistance (type 8) from 85 to 83.
 * A2A lockon resistance (type 45) from -100 to -75.
 * Dev Note: These changes allow ESF to more effectively engage Liberator crews, and the health reduction provides and all-around reduction in the staying power a Liberator can have over certain fights. A2A lock-on resistance changes are applied so that the shots to kill versus Tomcats does not see a shots-to-kill change from Live.
 * Galaxy and Bastion
 * A2A lockon resistance (type 45) from -125 to -100.
 * Dev Note: For the Galaxy, this is a small change in the realm of being able to survive one extra Tomcat lockon missile, but with a typical repair convoy, this small change should pay dividends for overall survivability. For the Bastion, the goal is to to reduce some of the extreme value lockons currently have against the weakpoints, though these changes don't dethrone the weapon by any means.
 * July 8, 2021 Hotfix
 * Dervish:
 * Tank Shell resist (type 7) from -400 to -250.
 * Flak resist (type 12) from -150 to -125.
 * Dev Note: This prevents the Dervish from getting one-shot by the Vanguard's Titan AP, bringing it to critical health instead. Composite Armor keeps the vehicle above critical health in this scenario. The increased flak resistance accounts for the vehicle's larger profile and limited capability to engage ground targets.
 * September 15, 2021 Update (A New Player Experience)
 * Heavy Machine Gun Resistance
 * Resist type 4 reduced from 87 to 80 for the ANT, Chimera, Lightning, Vanguard, Prowler, Magrider, and Sunderer.
 * Resist type 4 reduced from 87 to 80 for the Colossus.
 * Resist type 4 reduced from 75 to 70 for Scythe, Reaver, and Mosquito.
 * Dev Note: These resistance adjustments are a significant improvement to overall damage output of HMG weapons, and will likely need fine tuning following this update.
 * March 30, 2022 Update (The Arsenal Update)
 * Anti-infantry sniper rifles now use a separate resistance (type 20).
 * Dev Note: The damage values for this new resistance are equivalent to small arms. This change will allow us to do is modify the bodyshot damage output from Nanoweave, as mentioned above.
 * Nanoweave Armor (Suit Slot)
 * Rank 1 Nanoweave now reduces (resist type 20) damage received by 20%, instead of  (resist type 2).
 * No longer reduces movement speed.
 * Dev Note: As part of the ongoing experiments with Nanoweave, we're pulling off the movement speed reduction and moving the resistances of sniper rifles into their own category that can be contested by this armor. Sniper Rifles traditionally have a low skill floor for the bodyshot damage they put out (yet feel bad when they're not given enough bodyshot damage, Daimyo being a good example.) Pushing more of the focus subtly toward headshots through this method is something we'd like to explore.
 * Valkyrie
 * Tank shell resist from -65 to -80
 * M20 Wyvern
 * Damage resist type from 28 to 4

Census API Sources

 * Warning: Census API hasn't been properly updated since May 19, 2021 Update, and not reliable source of data anymore!

Use JSON Formatter to view correctly.
 * Armor info
 * Armor facing
 * Profile armor map
 * Resist info
 * Resist type
 * Profile resist map