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Infinite Armor[]

There is a formula on this wiki that shows that when hit in weakspot — armor is divided by 2.

Dividing ∞ by 2 is nonsense. So aside from some enemies having "infinite" armor on their faceplates they also must have some number corresponding to their armor on the weakspot and sometimes around it even if it is 0.

More so, if my memory doesn't betray me — Hoverers have a tiny area around their weakspot that is taking damage but not critical(yellow numbers instead of red ones).

What I'm saying is in short: "infinite" armor enemies have 2 separate armor areas with different toughness.

Could someone please test it and add absent numbers in the graph?

--Erquint (talk) 08:03, 10 January 2014 (UTC)

On enemies with invulnerable armored parts, their unarmored parts will take damage as if there was no armor. For example, a Hoverer would take 2760 weakspot damage from a Sniper Rifle, which is the same amount of weakspot damage that a Walker would take. This is also true for non-weakspot hits, so long as the hit is not on an armored part. --Gongfuren (talk) 08:52, 10 January 2014 (UTC)
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