Talk:Vehicle armor and damage resistance/@comment-68.171.231.80-20140122213357/@comment-82.131.85.185-20140312225407

I would hazard a guess it could all be done in one calculation, using resistance coeficients rather than percentage:

Damage = BaseDamage x (1 - DamageTypeResistance) x (1 - DirectionalResistance)

Case1: Damage = 167 x (1 - 0.70) x (1 - 0.63) = 167 x 0.30 x 0.37 = 18.537 hitpoints

So in case one, a stock Prowler at full health can take about 215 shots from a HMG at this range before exploding, although it might take a bit less to set it on fire. I've tested this formula by firing M20 Basilisk at a Lightning in VR training and the results were close enough to the calculations.

Case2: Damage = 750 x (1 - (-1.67)) x (1 - 0.63) = 750 x 2.67 x 0.37 = 740.925 hitpoints

So 5 Phoenix rockets would do around 3705 damage to a Prowler from front and 3 will do 4205 from the rear - assuming that splash damage is ignored. Again, it's about consistent with what the HA poster is saying about "real" in-game performance.

All in all, most damage values in this game seem to be geared around the number of shots it takes to kill a stock player character - 4 shots (250), 6 shots (167), 7 shots (143), 8 shots (125) and so forth. For better balance, vehicles don't have insane hitpoints, but take just a fraction of that damage and resist another 1/3rd or 2/3rds of it depending on angle of attack.