Tyr Damage Calculation Guide: Shell Math & Defense Chain
How Tyr combat damage is calculated: flat and percentage buffs, shell multipliers, and the enemy defense chain.
Tyr damage math runs in a fixed order: flat bonuses are added to base shell damage first, percentage buffs of the same type combine additively into one pool, the loaded shell applies its multiplier, and the enemy's defense components then reduce incoming damage in sequence.
Tactical Overview
Combat in Tyr is governed by deterministic formulas rather than random damage spreads. This guide explains the order of operations every shot follows, based on the community-verified damage math compiled by Tyr HQ. The exact percentages and base values are illustrative per vehicle; the order and the math run the same way for every shot.
The Outgoing Damage Pipeline
Every projectile fired in Tyr follows a fixed sequence from firing to impact:
| Step | Operation | Example |
|---|---|---|
| Step 1: Flat Base Sum | Base shell damage + flat talent and component bonuses | 200 + 10 + 5 + 7.5 = 222.5 |
| Step 2: Percent Pool | Add same-type percentage buffs into one pool, apply once | 222.5 × 1.0 (no percent buff active) |
| Step 3: Shell Multiplier | True shell damage × ammunition modifier | 222.5 × 1.20 (High Explosive) = 267 |
| Step 4: Defense Chain | Enemy defense components reduce damage in sequence | 267 × (1 − 0.08) − 3 = 242.64 → 243 |
Step 1: Flat Stat Accumulation
Flat bonuses from talent trees and mounted components add directly to the base shell damage. Example from a real loadout documented by Tyr HQ:
200 (base) + 10 (Shell Damage talent) + 5 (Duplicator) + 7.5 (Shell Charger) = 222.5
Flat additions are always applied before any percentage scaling.
Step 2: Additive Percentage Stacking Rule
Percentage buffs of the same type never compound in Tyr. Multiple sources granting percentage increases to the same attribute are pooled into a single additive factor, then applied once.
Example for maximum health:
- Base HP: 2050 (Atlas)
- Flat Max Health talent: +200 HP
- Subtotal: 2250 HP
- Bulkheads component: +8.5% max health
- Combined modifier:
8.5% - Final health pool:
2250 × 1.085 = 2441.25
If a second +5% health buff existed, it would combine as 8.5% + 5% = 13.5%, applied once (2250 × 1.135), never compounding multiplicatively. Same-type percents always share one pool.
Step 3: Ammunition Modifiers
Once true shell damage is determined, the loaded ammunition applies its dedicated multiplier. Documented shells from the Tyr HQ database:
| Shell Type | Damage Multiplier | Trade-off |
|---|---|---|
| Standard | 1.00 | Base firepower |
| High Explosive | 1.20 | Fixed penetration, no other penalty listed |
| Gargantuan | 1.20 | Much worse accuracy |
| Momentum | 1.30 | Only after the shell has traveled 200m |
| Unstable | 1.10 | Restricted max speed |
Loading High Explosive with the 222.5 true damage example produces:
222.5 × 1.20 = 267.0 Muzzle Damage

Step 4: Enemy Defense Chain
Once the shell arrives, the target’s defenses run in sequence, multiplying one after another. This is the opposite of shooter-side buffs: your offense adds up, while the enemy’s defense multiplies.
Example from a real loadout:
267 ← shell damage that arrived
× (1 − 0.08) = 245.64 ← Adaptive Hardening (−8% while spotted, ramps to a cap)
× (1 + 0) = 245.64 ← no module-hit bonus this shot
− 3 = 242.64 ← Micro Plating flat reduction
Rounded: 243 damage.
If a target stacks Adaptive Hardening (−8% while spotted) and Reactive Modules (−10% after a module is broken), that is 0.92 × 0.90 = 0.828, a 17.2% reduction, not 18%. Defensive layers get stronger per layer; offense gets weaker. This is the core balance lever in the game.
Conditional Effects on the Same Shot
Some effects fire on the hit itself rather than changing your next shot. Two patterns are documented:
- Conditional multipliers (for example, module damage bonuses): they join the hit-resolution chain in Step 4 when their condition matches, and compound alongside enemy defenses.
- Additional damage instances (a separate bonus hit on penetration): the bonus runs its own pass through defenses, and the totals add at the end.
Neither joins the shooter-side percentage pool, which is why on-hit damage bonuses often feel stronger than the same number written as a passive buff.
Concrete Combat Calculation Scenarios
Scenario A: Ranger with High Explosive vs an angled heavy
- Chassis: Ranger (195 base cannon damage, 70 penetration)
- Flat additions: Duplicator (+5) + Shell Charger (+7.5) =
207.5 Base Sum - Ammunition: High Explosive (1.20x) =
249.0 Muzzle Damage - Target defenses: 8% Adaptive Hardening, 3 flat Micro Plating
- Final impact:
249.0 × 0.92 − 3 = 226.08 → 226 HP damage
Scenario B: Arbalest alpha strike vs a light tank
- Chassis: Arbalest (400 base cannon damage, 100 penetration)
- Flat additions: none
- Ammunition: Standard Shell (1.00x) =
400.0 Muzzle Damage - Target defenses: none active
- Final impact:
400.0 HP damage(47% of a light tank’s 850 HP pool)