In Virtual-On: Oratorio Tangram, "armor" refers to a Virtuaroid's resistance to damage. This comes in two forms:
- "Health," which is represented by the two big bars at the top of the HUD. When a VR's health reaches 0%, the round is over.
- "V. Armor," which is represented by the percentages at the bottom-right of the HUD. This signifies the chance a VR will deflect a long-range projectile.
Health is the player's life. When it reaches 0%, the player's VR dies (for the round, anyway). Other than determining when the round ends or who wins the round, health has no effect on actual gameplay -- you deal and take the same amount of damage whether your health is low or high.
Health Match-ups Edit
One of the ways in which VOOT is balanced is the concept of health match-ups. This states that, depending on which VR a given VR is playing against, its health might be lower or higher by some degree. So, for example, a Raiden playing against a Cypher will have 1200 points of health. A Raiden playing against a Dordray, however, will have 1550 points of health.
It is important to note that these health points are not visible to the player -- the player can only see percentages of health. These health points are strictly for behind-the-scenes calculations.
The following is a table of all the health match-ups possible in VOOT Version 5.66.
|Raiden||Apharmd C||Apharmd B||Temjin||Grys-Vok||Dordray||Apharmd S||Stein-Vok||10/80SP||Bal-Baros||Bal-Bados||Fei-Yen||Specineff||Angelan||Cypher||Ajim||Min||Max||Average|
|Apharmd C||1320||1250||1000||1000||1150||1100||1000||1190||1200||1250||1250||1250||1200||1300||1300||1000||1000||1320||1172.5||Apharmd C|
|Apharmd B||1320||1200||1000||1100||1300||1100||1350||1100||1200||980||980||1200||1100||1350||1200||1000||980||1350||1155||Apharmd B|
|Apharmd S||1000||1100||1080||1050||1200||1080||1000||1200||1100||1080||1080||1080||1300||1100||1200||1000||1000||1300||1103.1||Apharmd S|
V. Armor Edit
V. Armor is responsible for potentially deflecting a long range projectile, thus causing 0 damage to the VR who is fired upon. Several factors determine whether or not a projectile is deflected:
- Amount of V. Armor on the defending VR. The more V. Armor a VR has, the more likely a projectile will be deflected.
- The distance traveled by the projectile. The farther the projectile travels, the more likely it will be deflected.
- The stance of the defending VR. A VR that is crouching (during a crouching attack) gains a V. Armor boost for the duration of the crouch.
- The strength of a projectile. The more damage a projectile can do, the less likely it is it will be deflected.
- The inherent characteristics of a projectile. Some projectiles are simply more susceptible to being deflected. This is independent of a projectile's strength.
Against opponents with high V. Armor (Raiden, Dordray, Angelan), it is often a good idea to work on lowering their V. Armor early on in the round. Weapons modified with Left Turbo, while generally weak, often do a good job of stripping V. Armor, thus giving the attacker more options in the match.
It is important to note that V. Armor does not affect how much damage is dealt. If a projectile connects (i.e. the V. Armor doesn't reflect it), it does the same amount of damage no matter how much V. Armor the defending VR has.