Armor

***"Reduces system damage of adjacent rooms."***

Statistics

## **Summary**

Armor is one of the most vital components for defense in Pixel Starships. It's indestructible, can't be targeted, and serves as a barrier that prevents Crew movement. However, its main purpose is to reduce System, Direct Hull, and Ultra Dismantle damage dealt to rooms. Armor will apply this affect the rooms above, below, left, or right of it, but it will not affect rooms diagonal to it.

## **Usage**

### **When To Use**

Every powered room on the player's ship should have Armor, no exceptions. The damage reduction offered with Armor is incredibly important for survivability, and a room with no Armor is essentially a weak point on the player's ship.

### **Armor Priority**

Since Armor isn't unlimited, the player needs to prioritize rooms based on their size and maximum power consumption. Below is a list of rooms and how much Armor they should get. It’s not completely objective, so it’s best to experiment with Armor placement using the list as a broad guide (Listed left to right).

 4-6 Armor (EX: BT)
 3-5 Armor (EX: AS)
 3 Armor
 3-5 Armor (EX: MLZ)
 2-4 Armor (EX: ION)
 3-4 Armor
 3-5 Armor (EX: RA)
 4-6 Armor
 4-8 Armor
 5-8 Armor
 3-4 Armor (EX: PLA)
 2-4 Armor (EX: FRE)

## **Damage Reduction Formula**

### **Formula**

```

 Damage Reduction
 =
 100
 ×

 (

 1
 −

 100

 100
 Combined Armor Stat

 )

 {\displaystyle \text{Damage Reduction} = 100 \times \left( 1 - \frac{100}{100 + \text{Combined Armor Stat}} \right) }

```

```

 Damage

 =
 Applicable Damage
 ×

 (

 1
 −

 Damage Reduction
 100

 )

 =
 Applicable Damage
 ×

 100

 100
 Combined Armor Stat

 {\displaystyle \begin{align}
 \text{Damage} &= \text{Applicable Damage} \times \left( 1 - \frac{\text{Damage Reduction}}{100} \right)\\ \\
 &= \text{Applicable Damage} \times \frac{100}{100 + \text{Combined Armor Stat}}
 \end{align}}

```

```
The result gets truncated to the hundredth.

```

Online Damage Reduction Calculator

### **Guide**

The Armor value on an **Armor** block does not directly correlate with damage reduction. In order to avoid a 100% damage reduction, the above formula is designed to give diminishing returns the higher the Armor value is. If multiple blocks of Armor are used to protect a room, their Armor values are combined for the formula.

### **Examples**

* **Example 1:** A room protected by an Armor stat of 30 takes 3 System Damage. The formula becomes

3
×

100

100

30

=
2.30

{\textstyle 3 \times \frac{100}{100 ~ + ~ 30} = 2.30}

, reducing the System Damage the room takes to **2.30**.

* **Example 2:** A room protected by an Armor stat of 300 takes 1 System Damage. The formula becomes

1
×

100

100

300

=
0.25

{\textstyle 1 \times \frac{100}{100 ~ + ~ 300} = 0.25}

, reducing the System Damage the room takes to **0.25**.

* **Example 3:** A room protected by an Armor stat of 100 takes 1 Crew Damage. Since Crew Damage is not reduced by Armor, the formula will not be applied.

## **Trivia**

* Fully upgrading an Armor block from level 1 to level 13 will cost 4,558,205  Mineral.
	+ It will cost a grand total of 519,864,600  Mineral to do this to every Armor block at level 12.

**Non-Powered Rooms**

**Armor / Corridors**

****Armor**** • **Small Beacon** • **Lift** • **Service Vent**

**Support Rooms**

**Bridge** • **Command Center** • **Computer Room** • **Fleet Council** • **Laboratory** • **Gym** • **Zaki Dragon Gym** • **Galaxy Gym** • **Academy**

**Bedrooms**

**Bedroom** • **Captain's Quarters** • **Dog House** • **Xmas Tree** • **Cat House** • **Aquarium** • **Graveyard** • **Oven** • **Zakian Cryopod** • **Car Garage** • **Cryopod**