Armors help protect a player from damage. The armor attribute is shown on the status bar, expressed as a percentage of the protective value of the green armor item. It starts at zero and may go as high as 200 percent (or, in Doom v1.2 and earlier versions, a much larger value).
In the Doom games, the standard green armor absorbs one third (1/3) of the damage from each hit, thus lessening the decrease in health. The blue megaarmor and the megasphere are more protective, and absorb one half (1/2) of the damage until fully depleted. Beneath 100 points, the megaarmor and the megasphere still absorb one half of damage, so it is therefore good practice to avoid regular armors until the superior type has been depleted significantly beneath 100 percent. Picking up armor bonuses simply increments the armor value by one percent, and does not otherwise affect the protectiveness of the suit or powerup most recently gained.
In cases where neither the armor, megaarmor or megasphere have been picked up, acquiring armor bonuses will assume a protection of only one third. If, on the other hand, a megaarmor has been picked up and depletes to zero percent, the protectiveness likewise reverts to one third.
A player is struck by a bullet that does 15 hit points of damage. Without any armor, all 15 units of health are lost. If the player has picked up normal armor or a few armor bonuses, the armor percentage is reduced by 5 and health by 10. If the player instead acquired a megaarmor or megasphere, the armor percentage would be reduced by 7 and health by 8.
If armor is less than the calculated amount to absorb, then it absorbs whatever its value is (reducing it to zero) and the balance is subtracted from the health percentage. Had the above player gained only 3 armor bonuses, he would lose their value along with the 10 points of health, and also an additional 2 points of health (losing 3% armor and 12% health, in total).
Doom game armors
- The armor bonus (glowing helmet) increases armor by 1%, up to 200%.
- The armor (green vest) sets armor to 100%, if it is less. It absorbs one-third of damage.
- The megaarmor (blue vest) maxes out armor to 200%, if it is less. It absorbs one-half of damage.
- The megasphere (gray sphere) acts like the megaarmor, in addition to maxing out health.
- The Silver Shield sets armor to 100%, if it is less. It absorbs one-half of damage.
- The Enchanted Shield sets armor to 200%, if it is less. It absorbs three-fourths of damage.
Armors in Hexen behave differently from those in Doom, Heretic, or Strife. The armor class corresponds to one fifth of the armor's actual value (so an armor class of 20 corresponds to 100% armor). The armor value is also used as the percent of damage absorbed, making damaged armor less protective than intact armor. Each character class has a minimal armor class below which they will not go, no matter how much damage is received. Armor class is improved by taking several armor items that can be combined together. Damage is spread between the various items, eventually resulting in their destruction. Only one intact item of each type can be used at a time.
- The Amulet of Warding increases your character's armor class. The mage receives the most armor from this and the fighter the least.
- The Falcon Shield increases your character's armor class. The cleric benefits most from this armor while the mage receives the least.
- The Mesh Armor increases your character's armor class. This armor is most useful to the fighter and least useful to the mage.
- The Platinum Helm increases your character's armor class. It is not the favorite armor of any class, but benefits the fighter most and the cleric least.
- The Dragonskin Bracers are technically an artifact rather than armor, boosting your character's armor class.
Armor in Strife may be both bought from shops and found in levels.
- Leather armor is the cheapest armor available from shops and has protection characteristics identical to Doom's green armor.
- Metal armor is more expensive, but is found more often in levels as well. It has protection characteristics identical to Doom's megaarmor.
- Shadow armor, despite its in-game treatment and name, is not armor but is similar to Doom's partial invisibility. It makes the player harder to see and aim at.
The armor in Doom 3 absorbs 30% of the damage the player takes in singleplayer mode, and 60% in multiplayer mode. The maximum amount of armor the player can have is 125 in singleplayer, and 200 in multiplayer, but in multiplayer the armor drops by 2 every 1.5 seconds when it's above 100.
The armor pickups in Doom 3 come in two varieties:
- The armor shard gives the player 5 armor points.
- The security armor gives the player 50 armor points.
Doom (2016) armors
Armor in Doom (2016) absorbs 100% of damage, essentially functioning as extra hit points. It comes in various forms, including shards, shields, and suits, and is also granted by the mega health power-up. The amount of armor the player can carry in single-player can be upgraded by finding Argent cells. Various game play mechanics can affect armor as well:
- With the Equipment Power rune, the siphon grenade can restore armor as well as health.
- With the Rich Get Richer rune, the player will have infinite ammunition so long as they possess a certain amount of armor.
- With Armored Offensive, glory kills can drop armor as well as health.
- In multiplayer, the Armor Plating and Retribution runes can grant additional armor.
Doom Eternal armors
Like Doom (2016), armor in Doom Eternal absorbs 100% of damage for as long as it lasts. Pickups can be found throughout the game as shards, helmets and chestplates; the spiritual armor and soulsphere will fully restore armor when collected. In combat, enemies that are set on on fire with the flame belch will drop armor shards; enemies that are killed while on fire will drop even more shards. The amount of armor the player can carry in single-player can be upgraded by finding Sentinel crystals.