Ever wonder how damage is calculated in Warzone? If you just want to know if armor is subtractive or multiplicative, it's subtractive:
DAMAGE = BASE DAMAGE − ARMOR
or
DAMAGE = 1/3 × BASE DAMAGE
whichever is higher.
But to know exactly how much damage you're going to do, you need to know how to calculate base damage.
The formula
BASE DAMAGE = WEAPON DAMAGE × WEAPON SUBCLASS DAMAGE UPGRADE × WEAPON TARGET MODIFIER
ARMOR = TARGET WEAPON CLASS ARMOR × CLASS ARMOR UPGRADE
Damage is BASE DAMAGE − ARMOR, or 1/3 of BASE DAMAGE, whichever is higher, rounded down (The exception is when rounding down would make damage 0, in which case damage is rounded up to 1).
Weapon Multiplier Table
Use values in this table for WEAPON TARGET MODIFIER.
This table can also be found in the Weapon Table section of Turrets.
| AP | Anti-Tank | Anti-Struct | Artillery | Flamer | All-Rounder | |
|---|---|---|---|---|---|---|
| Cyborg | 140% | 30% | 30% | 130% | 130% | 65% |
| Wheels | 100% | 130% | 30% | 90% | 110% | 125% |
| Half-Tracks | 80% | 125% | 40% | 65% | 100% | 115% |
| Tracks | 60% | 120% | 50% | 40% | 90% | 105% |
| VTOL | 60% | 80% | 30% | 25% | 25% | 40% |
| Hover | 110% | 90% | 20% | 110% | 130% | 120% |
| AP | Anti-Tank | Anti-Struct | Artillery | Flamer | All-Rounder | |
| Soft structures | 160% | 75% | 100% | 200% | 150% | 130% |
| Medium structures | 80% | 50% | 120% | 120% | 60% | 110% |
| Hard structures | 50% | 25% | 300% | 100% | 10% | 90% |
| Bunkers | 80% | 60% | 400% | 40% | 300% | 50% |
Clarification
WEAPON DAMAGE is the base damage of the weapon—what you see in the "Damage" column of the turret table.
WEAPON SUBCLASS DAMAGE UPGRADE is the best damage upgrade you've researched for the weapon's subclass.
WEAPON TARGET MODIFIER is the multiplier in the above damage table.
TARGET WEAPON CLASS ARMOR is the target's thermal armor for thermal weapons, and kinetic armor for kinetic weapons. In tanks and VTOLs, thermal armor depends on nothing but the vehicle body.
CLASS ARMOR UPGRADE is the best kinetic/thermal armor upgrade your target has researched for it.
An example
Green's Tank Killer Scorpion Half-Tracks shoots Yellow's Heavy Cannon Python Tracks. Green has HESH Rocket Warhead, and Yellow has Dense Composite Alloys.
Tank Killer (an anti-tank weapon) has 180 damage. HESH Rocket Warhead gives 275%, and anti-tank weapons do 120% damage against tracks.
BASE DAMAGE = 180 × 275% × 120% = 524.
Tank Killer is a kinetic weapon, and Python has 20 Kinetic Armor. Dense Composite Alloys upgrades 220%.
ARMOR = 20 × 220% = 44
524 − 44 (480) is greater than 524 × 1/3 (174), so the tank killer does 480 damage each time it hits (Notice that it fires two salvos; if they both hit, the tank killer does 960 damage, a significant proportion of the 2260 HP after upgrades that the heavy cannon tank has).
Commentary
Anonymous wrote on Aug 27, 2011:
What's the effect of the "damage taken" column from experience table? Is it possible for a unit to get damaged by less than 1/3 of attacker base damage, due to its experience?
Anonymous wrote on Sep 4, 2011:
Unit experience gives damage reduction at 6%/xp lvl. How does that get factored into the damage calculations? Is it accounted for before armor, or after armor? And is it still affected by the 1/3 damage limit?
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