* <math>\text{Armour}</math> is the armour of the target.
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* <math>\text{Armour}</math> is the armour of the target including all equipment and upgrade bonuses. This value is '''rounded down''' to the nearest whole number.
* <math>\text{Armour}_\text{rand}</math> is a random number between <math>0</math> and <math>\text{Armour} - 1</math>
* <math>\text{Armour}_\text{rand}</math> is a random number between <math>0</math> and <math>\text{Armour} - 1</math>
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** Note that it is inclusive, meaning it can also output <math>0</math> and <math>\text{Armour} - 1</math>
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Therefore, the maximum damage percentage dealt by overkill protection is <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the minimum percentage dealt is <math>\text{HP}_\text{current} \times 0.7</math>. his makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour.
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Therefore, the '''maximum armour value''' <math>\text{HP}_\text{current} \times 1.3 - 0.6</math> and the '''minimum armour value''' is <math>\text{HP}_\text{current} \times 0.7</math>. This makes the maximum defensive power a target can have is '''1.3x''' armour and the lowest is '''0.7x''' armour.
'''Important Notes'''
'''Important Notes'''
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* The range of armour values is uniformly distributed, every armour roll has the same chance of occurring.
* Depth charges have bonus armour penetration for ASW.
* Depth charges have bonus armour penetration for ASW.