Armor: Difference between revisions

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== General Notes ==
There are several armor classes that may be used.
Increasing one's skill in any given armor skill decreases the maneuvering hindrance and stealth hindrance of worn armor of that type. There is a hefty penalty to mixing armor types that only Paladins (the only guild that is armor primary) learn an ability every 10 circles, up through 40th, which permits one additional kind of armor to be worn without mix penalty, until all four types may be worn without penalty. No other guild is capable of reducing this penalty.


Light armor is common for stealth based guilds, while chain armor is common for others. Many people mix multiple types (sometimes all four), despite the penalties to evasion and stealth, in search of maximizing TDP gain through the additional armor ranks.
*[[Cloth Armor skill|Cloth]]
*[[Leather Armor skill|Leather]]
*[[Bone Armor skill|Bone]]
*[[Light Chain skill|Light Chain]]
*[[Heavy Chain skill|Heavy Chain]]
*[[Light Plate skill|Light Plate]]
*[[Heavy Plate skill|Heavy Plate]]


See the [[Armor and shield player guide]] for more in-depth look at each of these concepts and armor in general.
==Protection/Absorbance==
Protection removes a static amount of incoming offensive factor. If the damage is sufficiently low, it will be removed completely by Protection. This factor scales with armor ranks. So just because your armor has high protection you might not be getting the full effect of that until you have sufficient ranks. Also after some point, more armor ranks will actually increase the protection value of armor above what can be seen via appraise.


== Body Parts In Need Of Armor ==
Whatever makes it past protection gets thrown against absorption. Absorption on your armor will reduce the incoming damage by a percentage, based purely on the armor's stats. You get the same benefit from armor absorption at 0 ranks as you get at 2000. Furthermore because it is a percentage of incoming attack factor, the bigger the hit you take the more absorption helps you out. This is why better absorbing armor is more useful when defending against high end critters.


Head - Eyes - Neck<br />
==Hindrance==
Arms - Hands<br />
Each piece of armor contributes to your overall hindrance. This contribution is determined by the particular piece's base hindrance modified by your ranks in using that type of armor.
Chest - Abdomen - Back<br />
Legs<br />


== The Four Armor Classes ==
Hindrance is reduced by skill, with the lower bounds set by the user's armor skillset placement.
There are four varieties of weight/protection/hinderance within each class. They are listed lightest-to-heaviest below.

{| class="wikitable"
===Armor Mixing===
|-
If you are wearing armor of two different types you will receive an additional "mixing penalty". That means your overall maneuvering hindrance will be greater than you would expect if you were wearing identical pieces of the same type of armor.
! Skill

! Types
The armor pairs are Cloth and Leather, Light and Heavy Chain, Light and Heavy Plate, with bone having no pair. Wearing pieces of armor in a pair induces no "mixing penalty", it only occurs when you cross groups. There is no armor mixing penalty to stealth hindrance.
! Crafted by

|-
Paladins can negate the mixing penalty. "Esentially, at 20th circle a paladin gets to ignore 1 category in the calcs, at 30th 2 and at 50th ignore 3. This means that if you have armor on from all 4 categories at 30th you'll only get the penalty for 2 and at 50th there will be no penalty since it will ignore 3 of them and assume you are only wearing 1 type." ~ GM [[Oolan]]
| [[Light Armor]]

| [[Cloth]], [[Leather]], [[Bone Armor|Bone]]
==Armor Crafting==
| [[Tailoring]], [[Carving]]
Metal armor and shields can be made through [[Armorsmithing]], while leather and cloth can be made via [[Tailoring]]. Bone armor is projected to be made via [[Carving]].
|-

| [[Chain Armor]]
==Combat 3.0==
| [[Ring Armor|Ring]], [[Chain Armor|Chain]], [[Mail Armor|Mail]]
Armor will be significantly changed in the combat rewrite. See [[Combat 3.0]] for further details.
| [[Armorsmithing]]
|-
| [[Brigandine]]
| [[Scale Armor|Scale]], [[Brigandine]], [[Lamellar Armor|Lamellar]]
| [[Armorsmithing]]
|-
| [[Plate Armor]]
| [[Light Plate Armor|Light Plate]], [[Plate Armor|Plate]], [[Heavy Plate Armor|Heavy Plate]]
| [[Armorsmithing]]
|-
|}
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*[[:Category:Armor Skillset]]
*[[:Category:Armor Skillset]]

Latest revision as of 03:19, 2 September 2018

General Notes

Increasing one's skill in any given armor skill decreases the maneuvering hindrance and stealth hindrance of worn armor of that type. There is a hefty penalty to mixing armor types that only Paladins (the only guild that is armor primary) learn an ability every 10 circles, up through 40th, which permits one additional kind of armor to be worn without mix penalty, until all four types may be worn without penalty. No other guild is capable of reducing this penalty.

Light armor is common for stealth based guilds, while chain armor is common for others. Many people mix multiple types (sometimes all four), despite the penalties to evasion and stealth, in search of maximizing TDP gain through the additional armor ranks.

See the Armor and shield player guide for more in-depth look at each of these concepts and armor in general.

Body Parts In Need Of Armor

Head - Eyes - Neck
Arms - Hands
Chest - Abdomen - Back
Legs

The Four Armor Classes

There are four varieties of weight/protection/hinderance within each class. They are listed lightest-to-heaviest below.

Skill Types Crafted by
Light Armor Cloth, Leather, Bone Tailoring, Carving
Chain Armor Ring, Chain, Mail Armorsmithing
Brigandine Scale, Brigandine, Lamellar Armorsmithing
Plate Armor Light Plate, Plate, Heavy Plate Armorsmithing

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