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Tyr Damage Calculation Formula: Shell Math and Armor Guide

Master the Tyr damage calculation formula: exact order of operations, shell multipliers, effective sloped armor trigonometry, ricochets, and STK tables.

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Tyr damage math executes sequentially: flat bonuses add to base damage first, percentage buffs pool additively, shell multipliers scale true damage, and armor sloped trigonometry reduces incoming alpha.

Tyr Damage Calculation Formula: Shell Math and Armor Guide
TACTICAL RECON FIELD CAPTURE Steam Early Access · AppID 2445260 · Stoke Games

Tactical Overview of Tyr Combat Mathematics

Combat in Tyr is governed by deterministic formulas rather than random damage spreads. Unlike arcade shooters that rely on broad damage RNG (random number generation), every shell fired in Tyr evaluates a rigorous ballistics pipeline: flat talent additions, additive percentage scaling, shell velocity multipliers, armor impact angle trigonometry, and sequential defensive mitigation.

Understanding this deterministic sequence allows tank commanders to optimize component builds, calculate exact Shots to Kill (STK) against opposing chassis, and angle hull armor plates to create impenetrable ricochet angles.

Tyr Artillery Battery Discharging Heavy Shells

The Complete Four-Step Damage Pipeline

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Every projectile fired in Tyr follows a fixed mathematical sequence from firing pin strike to hull impact:

Pipeline StageMathematical OperationPractical Example (105mm Gun)
Stage 1: Flat Base SumBase shell alpha + flat talent and component bonuses200 + 10 (Talent) + 5 (Duplicator) + 7.5 (Charger) = 222.5
Stage 2: Additive Percent PoolSum same-type percentage buffs into a single scalar222.5 × (1.0 + 0.05 + 0.10) = 255.88
Stage 3: Ammunition MultiplierTrue shell damage × loaded shell type modifier255.88 × 1.20 (High Explosive) = 307.05 Muzzle Alpha
Stage 4: Armor & Defense ChainSloped armor absorption + sequential defense components307.05 × (1 − 0.08) − 3 (Micro Plating) = 279.48 → 279 HP

Stage 1: Flat Base Stat Accumulation

Flat bonuses from mounted components and tech tree nodes add directly to the weapon’s base shell alpha. For instance, testing a frontline medium tank with standard armament:

200 (Base Alpha) + 10 (Shell Talent) + 5 (Duplicator) + 7.5 (Shell Charger) = 222.5 Base Alpha

Flat modifiers are always computed before any percentage scaling takes place. Because flat bonuses increase the foundational base number that later multipliers act upon, mounting flat damage components produces the greatest relative return on high-fire-rate, lower-caliber cannons (such as 76mm and 90mm guns).


Stage 2: Additive Percentage Stacking Rule

A foundational rule of Tyr combat engineering is that percentage buffs of the same category never compound multiplicatively. Multiple items or talents granting percentage increases to firepower or hit points pool into one combined additive factor before applying to the base sum.

Health Pool Scaling Example

Consider maximum health calculations on heavy chassis:

  • Chassis Baseline: 2050 HP (Atlas)
  • Flat Durability Node: +200 HP
  • Pre-Percentage Subtotal: 2250 HP
  • Bulkheads Component: +8.5% Maximum Health
  • Final Health Pool: 2250 × 1.085 = 2441.25 HP

If flat additions and percentage modifiers are mixed in incorrect order, tanks would experience erratic balance drift. The additive pre-percentage rule ensures predictable balance across all 18 vehicle weight classes.


Stage 3: Ammunition Modifiers & Ballistics Profiles

Once true base damage is established, the loaded shell applies its dedicated damage and velocity scalar. Different ammunition types present distinct ballistic trade-offs:

Shell TypeAlpha Damage MultiplierPenetration CharacteristicsTactical Trade-off
Standard AP1.00x BaselineBalanced baseline penetrationReliable muzzle velocity and standard normalization
High Explosive (HE)1.20x BuffFixed low penetration (no normalization)Vulnerable to spaced armor and heavy frontal plates
Gargantuan Shell1.20x BuffEnhanced module damageSignificant dispersion penalty and increased aim time
Momentum Shell1.30x BuffPenetration increases over flight distanceRequires minimum 200m engagement distance to activate
Unstable Payload1.10x BuffHigh splash radiusReduced maximum flight velocity

Applying a High Explosive shell to our Stage 1 example:

222.5 True Base × 1.20 (HE Modifier) = 267.0 Muzzle Alpha Damage

Stage 4: Sloped Armor Trigonometry & Ricochet Limits

When a projectile reaches the target vehicle, the game engine calculates armor penetration before applying hull hit-point reductions.

Effective Armor Thickness Formula

Armor plates in Tyr are modeled with physical thickness and angular slope:

$$\text{Effective Armor} = \frac{\text{Nominal Plate Thickness}}{\cos(\theta)}$$

Where $\theta$ represents the impact angle relative to the plate normal (perpendicular axis):

Impact Angle ($\theta$)Cosine ValueNominal 100mm PlateNominal 160mm PlateNominal 260mm Plate
0° (Flat Impact)1.000100.0mm Effective160.0mm Effective260.0mm Effective
30° (Moderate Angle)0.866115.5mm Effective184.8mm Effective300.2mm Effective
45° (Optimal Diamond Angle)0.707141.4mm Effective226.3mm Effective367.7mm Effective
60° (Extreme Angle)0.500200.0mm Effective320.0mm Effective520.0mm Effective
70° (Ricochet Threshold)0.342Automatic RicochetAutomatic RicochetAutomatic Ricochet

The Ricochet and Overmatch Rules

  1. Armor-Piercing Ricochet Limit: Any standard AP shell striking at an impact angle $\ge 70^\circ$ automatically ricochets, dealing zero damage regardless of incoming penetration value.
  2. HEAT Ricochet Limit: High-Explosive Anti-Tank (HEAT) warheads maintain penetration up to an extreme $85^\circ$ angle before deflecting.
  3. Caliber Overmatch: If incoming shell caliber exceeds three times the nominal plate thickness (e.g. a 152mm shell striking a 40mm roof plate), the shell ignores ricochet angles and guarantees full penetration.

Stage 5: The Sequential Defensive Mitigation Chain

If a shell penetrates effective armor, the receiving vehicle’s defensive components process sequentially. Unlike attacker buffs which add together, defenses compound multiplicatively:

Damage Received = (Incoming Alpha × Component 1 Reduction × Component 2 Reduction) − Flat Plating

Defense Calculation Walkthrough

Consider a 267 incoming shell striking a heavy tank equipped with Adaptive Hardening (-8% reduction while spotted) and Reactive Modules (-10% reduction following component damage), backed by Micro Plating (-3 flat damage reduction):

Step A: 267.0 × (1 − 0.08) = 245.64 HP
Step B: 245.64 × (1 − 0.10) = 221.08 HP
Step C: 221.08 − 3.0 (Flat Plating) = 218.08 → 218 HP Final Damage

Notice the compounded reduction: $0.92 \times 0.90 = 0.828$, yielding a total damage reduction of 17.2% rather than an additive 18.0%.


Comprehensive 18-Tank Armor & Shots to Kill (STK) Lookup Matrix

The table below provides the definitive tactical benchmark for all 18 chassis in Tyr. It maps nominal armor values, effective angled frontal armor, total health pools, and baseline Shots to Kill (STK) required when engaged by standard 105mm cannons (250 Alpha) versus heavy 130mm Siege cannons (650 Alpha):

Tank ChassisCombat RoleBase HP PoolFrontal Armor (Nominal)Effective Front Armor (45° Angle)105mm Gun STK (250 Alpha)130mm Gun STK (650 Alpha)
AlectoLight Scout1150 HP45mm63.6mm5 Shots2 Shots
KestrelAerial Scout1100 HP40mm56.6mm5 Shots2 Shots
TempestFlank Scout1250 HP55mm77.8mm5 Shots2 Shots
HelioShield Support1300 HP60mm84.9mm6 Shots2 Shots
RookLight Brawler1425 HP80mm113.1mm6 Shots3 Shots
PhantomInfiltrator1450 HP75mm106.1mm6 Shots3 Shots
DeadeyeSniper Medium1500 HP90mm127.3mm6 Shots3 Shots
FuseMissile Medium1550 HP120mm169.7mm7 Shots3 Shots
MaulRammer Medium1600 HP130mm183.9mm7 Shots3 Shots
CorsairTank Destroyer1600 HP110mm155.6mm7 Shots3 Shots
ValorBrawler Medium1650 HP160mm226.3mm7 Shots3 Shots
ArbalestSiege Destroyer1700 HP140mm198.0mm7 Shots3 Shots
AtlasFrontline Medium2050 HP150mm212.1mm9 Shots4 Shots
VanguardAssault Heavy2150 HP200mm282.8mm9 Shots4 Shots
SentinelDefense Heavy2200 HP220mm311.1mm9 Shots4 Shots
BastionFortress Heavy2300 HP260mm367.7mm10 Shots4 Shots
PaladinSupport Heavy2400 HP240mm339.4mm10 Shots4 Shots
GoliathSiege Heavy2500 HP280mm396.0mm10 Shots4 Shots

Frequently Asked Questions

Can two identical percentage buffs stack together in Tyr?

Yes, but they combine additively into a single pool rather than multiplying. Two separate +10% firepower buffs result in a clean +20% damage increase over baseline.

How does module damage calculate against tracks and engines?

Critical hits against internal modules calculate independently of hull hit points. Once effective armor is pierced, shell caliber and module damage talents determine if the component breaks or jams.

Does angling my hull reduce high-explosive blast damage?

Direct armor plating mitigates splash damage based on plate thickness at the detonation point. Angling decreases the risk of direct penetration, but high-explosive shockwaves still apply partial splash damage to surrounding tracks and optics.

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