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> Acid vs Armor Modifications
Sendaz
post May 8 2015, 04:49 PM
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So Acid attacks reduce the Armor value on a piece of gear.

So if someone had Armor Jacket (12) on which they splurged for a full 12 rating Nonconductivity was hit with a magical Acid attack, it would be safe to assume the Jacket drops to Armor value 11 and Nonconductivity 11 (acid chewing up bits of the non-conductive parts and such).

However if the person had gone with Armor Jacket (12) and only spent on 4 Nonconductivity, when they get hit with the Acid attack would the Armor now be AV 11/ 3 Noncon or would it be 11/4 and not start chewing into the Nonconductivity until it was the last 4 points of Armor seeing as the armor still has plenty capacity to house the modification since Armor value affects Capacity of said armor for things like armor modifications?

I can see arguments either way, the former because the acid is eating off bits of the overall armor, while the latter is supported by the capacity rule.

It gets a bit muddier if the person has two or more armor mods like say the jacket was 4 Noncon/4 fire resistance. What order would they be decreased?
Chew through all of one then the other or alternate between the two so 1 point off Noncon, next point off Fire and so on....
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Lobo0705
post May 8 2015, 05:27 PM
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QUOTE (Sendaz @ May 8 2015, 11:49 AM) *
So Acid attacks reduce the Armor value on a piece of gear.

So if someone had Armor Jacket (12) on which they splurged for a full 12 rating Nonconductivity was hit with a magical Acid attack, it would be safe to assume the Jacket drops to Armor value 11 and Nonconductivity 11 (acid chewing up bits of the non-conductive parts and such).

However if the person had gone with Armor Jacket (12) and only spent on 4 Nonconductivity, when they get hit with the Acid attack would the Armor now be AV 11/ 3 Noncon or would it be 11/4 and not start chewing into the Nonconductivity until it was the last 4 points of Armor seeing as the armor still has plenty capacity to house the modification since Armor value affects Capacity of said armor for things like armor modifications?

I can see arguments either way, the former because the acid is eating off bits of the overall armor, while the latter is supported by the capacity rule.

It gets a bit muddier if the person has two or more armor mods like say the jacket was 4 Noncon/4 fire resistance. What order would they be decreased?
Chew through all of one then the other or alternate between the two so 1 point off Noncon, next point off Fire and so on....


As it doesn't say in the rules, I think what would be fairest would be to determine it randomly. For instance, 12 points of armor and 4 points of Noncoductivity - he is hit by an Acid attack. Armor drops to 11, and then roll a d12. If you roll a 1-4, also lose 1 point of Nonconductivity. If you roll a 5-12, then you don't.

If he had 4 points of Non-conductivity and 4 points of Fire resistance, roll a die, 1-4 he loses a point of Noncoductivity, 5-8 he loses a point of Fire resistance, 9-12 nothing.

This way, the more modifications in the armor, the more likely the acid damages them.

In the last example, assume that he had lost one point of Noncoductivity, and is hit again, now roll a d12 (rerolling a 12) and 1-3 hits Noncoductivity, 4-7 hits fire resistance, and 8-11 has no effect.
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Wothanoz
post May 8 2015, 07:46 PM
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QUOTE (Lobo0705 @ May 8 2015, 12:27 PM) *
As it doesn't say in the rules, I think what would be fairest would be to determine it randomly. For instance, 12 points of armor and 4 points of Noncoductivity - he is hit by an Acid attack. Armor drops to 11, and then roll a d12. If you roll a 1-4, also lose 1 point of Nonconductivity. If you roll a 5-12, then you don't.

If he had 4 points of Non-conductivity and 4 points of Fire resistance, roll a die, 1-4 he loses a point of Noncoductivity, 5-8 he loses a point of Fire resistance, 9-12 nothing.

This way, the more modifications in the armor, the more likely the acid damages them.

In the last example, assume that he had lost one point of Noncoductivity, and is hit again, now roll a d12 (rerolling a 12) and 1-3 hits Noncoductivity, 4-7 hits fire resistance, and 8-11 has no effect.


Meh, that's more dice rolling. Why not just reduce the capacity, and when modifications start excedding capacity, they start going away? Simple, elegant, easy.
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