Armor | Small Beacon | Danger Beacon |
Level 1 | Level 2 | Level 3 | Level 4 | Level 5 |
Level 6 | Level 7 | Level 8 | Level 9 | Level 10 |
Level 11 | Level 12 | Level 13 |
Ship Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Number Available | 5 | 5 | 15 | 15 | 20 | 20 | 25 | 30 | 35 | 40 | 50 | 60 |
Size |
---|
1x1 |
Level | Armor Value | Cost |
Ship Level Required |
---|---|---|---|
1 | 2 | 5 | 1 |
2 | 4 | 200 | 2 |
3 | 5 | 1K | 3 |
4 | 6 | 4K | 4 |
5 | 7 | 16K | 5 |
6 | 8 | 25K | 6 |
7 | 9 | 50K | 7 |
8 | 10 | 120K | 8 |
9 | 11 | 250K | 9 |
10 | 12 | 500K | 9 |
11 | 14 | 800K | 10 |
12 | 16 | 1.2M | 11 |
13 | 17 | 1.7M | 12 |
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).
Rooms 1 | Armor 1 | Rooms 2 | Armor 2 |
•Unpowered Rooms: •2x2 Rooms (1): •2x2 Rooms (3): •REA: •3x2 Rooms (2): •3x3 Rooms: •HAN: | 0 Armor (EX: BED) 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 | •1x2 Rooms: •2x2 Rooms (2): •Anti Craft Laser: •MML: •SHL and TLP: •3x2 Rooms (3+): •4x2+ Rooms: | 1-2 Armor (EX: Gas Trap) 3-5 Armor (EX: RA) 4-6 Armor 4-8 Armor 5-8 Armor 3-4 Armor (EX: PLA) 2-4 Armor (EX: FRE) |
Crew Interactions
Prevents Crew Movement | Prevents Crew Movement | Allows Crew Movement |
Advanced Armor Strategies
This strategy utilizes Armor to protect two adjacent rooms while still allowing Crew movement. | This is known as "Sandwiching" and utilizes Armor to protect two rooms on top of each other. | The Armor placed on top of the Lift protects the room while still letting the Lift reach the room. |
Damage Reduction Formula
Formula
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 , 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 , 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
Bridge • Command Center • Computer Room • Fleet Council • Laboratory • Gym • Zaki Dragon Gym • Galaxy Gym • Academy
Bedroom • Captain's Quarters • Dog House • Xmas Tree • Cat House • Aquarium • Graveyard • Oven • Zakian Cryopod • Car Garage • Cryopod