Tyr Damage Calculation Guide: Shell Math & Armor
Master the exact Tyr combat damage formula. Learn how flat talent buffs, additive percent stacking, shell multipliers, and armor mitigation work.
Tyr calculates outgoing shot damage by adding flat bonuses to base shell damage first, summing all active percentage buffs additively, and then applying the ammunition multiplier before target armor mitigation.
Tactical Overview
Combat in Stoke Games’ Tyr is governed by deterministic formulas rather than random damage spreads. Understanding the four-step calculation pipeline allows pilots to optimize loadouts, select the right ammunition, and exploit enemy armor weaknesses.
Whether you are configuring talents on Ranger or mounting heavy ordnance on Atlas, this guide walks through the exact math governing every shell fired on the battlefield.
The Outgoing Damage Pipeline
Every projectile fired in Tyr follows a rigid four-step mathematical order from firing pin to target impact.
| Pipeline Step | Mathematical Operation | Example Values | Effective Output |
|---|---|---|---|
| Step 1: Flat Base Sum | Base Damage + Flat Talents + Components | 200 + 10 + 5 (Duplicator) + 7.5 (Shell Charger) | 222.5 Flat Shell Damage |
| Step 2: Additive Percent Pool | Flat Damage * (1.0 + Sum of Active Percents) | 222.5 * (1.0 + 0.0) [Dormant Hot Chamber] | 222.5 True Shell Damage |
| Step 3: Shell Multiplier | True Damage * Ammo Type Modifier | 222.5 * 1.20 (High Explosive) | 267.0 Muzzle Damage |
| Step 4: Armor & Penetration | Muzzle Damage * Target Armor Angle Factor | 267.0 * Target Mitigation (0.85) | 226.95 Final Impact HP Damage |
Step 1: Flat Stat Accumulation
The pipeline begins with your tank’s chassis base damage. Flat bonuses from talent trees and mounted components add directly to this base number.
For example, a cannon with 200 base shell damage equipped with the Shell Damage talent (+10), a Duplicator (+5), and a Shell Charger (+7.5) computes as:
200 (Base) + 10 (Talent) + 5 (Duplicator) + 7.5 (Shell Charger) = 222.5
Flat additions are critical because they expand the baseline number before percentage multipliers scale the final output.
Step 2: Additive Percentage Stacking Rule
A foundational rule of Tyr combat engineering is that percentage buffs never compound. When multiple sources grant percentage increases to the same attribute, their values are pooled into a single additive factor.
Consider maximum vehicle durability:
- Tank Base HP: 2050 (Atlas)
- Flat Health Talent: +200 HP
- Subtotal: 2250 HP
- Bulkheads Component: +8.5% Health
- Defensive Keystone Talent: +5.0% Health
- Combined Health Modifier:
8.5% + 5.0% = 13.5% - Final Health Pool:
2250 * 1.135 = 2553.75 HP
If percentage modifiers compounded multiplicatively (2250 * 1.085 * 1.05 = 2563.31), power creep would distort high-tier matches. Tyr enforces linear predictability across all combat calculations.
Step 3: Ammunition Modifiers
Once true shell damage is determined, your loaded ammunition applies its dedicated multiplier:
| Shell Type | Damage Multiplier | Tactical Role | Trade-off |
|---|---|---|---|
| Standard | 1.00 | Baseline consistency | No specialized effects |
| High Explosive | 1.20 | Maximum burst against soft targets | Reduced velocity and penetration |
| Gargantuan | 1.35 | Devastating anti-heavy punch | Extended reload duration |
| Siphon | 0.90 | Sustained frontline life-leech | Lower raw damage per shot |
| Silenced | 0.95 | Concealed ambush firing | Moderate damage reduction |
Loading High Explosive with our 222.5 true damage cannon produces:
222.5 * 1.20 = 267.0 Muzzle Damage

Step 4: Armor Angles and Penetration Physics
Upon arrival at the target chassis, the projectile’s penetration rating is checked against the target’s effective armor thickness and impact angle:
| Impact Angle | Armor Deflection Factor | Effective Damage Delivered | Ricochet Chance | Tactical Recommendation |
|---|---|---|---|---|
| 90° (Direct Perpendicular) | 1.00 (0% Mitigation) | 100% Full Penetration | 0% | Primary target angle for snipers and flankers |
| 60° (Slight Slant) | 0.85 (15% Mitigation) | 85% Penetration | 5% | Standard combat trading angle |
| 45° (Optimal Hull Angle) | 0.65 (35% Mitigation) | 65% Glancing Impact | 25% | Ideal defensive posture for Atlas and Fortis |
| 30° (Extreme Glancing Hit) | 0.40 (60% Mitigation) | 40% Deflected Fragment | 60% | Forces ricochets against incoming heavy shells |

Concrete Combat Calculation Scenarios
To illustrate the pipeline in realistic arena situations, review these two common engagements:
Scenario A: Ranger with High Explosive vs Fortis Heavy
- Chassis: Ranger (195 Base Cannon Damage, 70 Penetration)
- Firepower Additions: Duplicator (+5) + Shell Charger (+7.5) =
207.5 Base Sum - Ammunition: High Explosive (1.20x Modifier) =
249.0 Muzzle Damage - Target Posture: Fortis angled at 45 degrees (0.65 Angle Factor)
- Final Impact HP Damage:
249.0 * 0.65 = 161.85 HP Damage
Scenario B: Arbalest Alpha Strike vs Seeker Light Tank
- Chassis: Arbalest (400 Base Cannon Damage, 100 Penetration)
- Firepower Additions: None (0 Flat)
- Ammunition: Standard Shell (1.00x Modifier) =
400.0 Muzzle Damage - Target Posture: Seeker caught perpendicular (1.00 Angle Factor)
- Final Impact HP Damage:
400.0 * 1.00 = 400.0 HP Damage(instantly removes 47% of Seeker’s 850 HP pool)