Armor: Difference between revisions
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==Armor Crafting== |
==Armor Crafting== |
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Metal armor and shields can be made through [[Armorsmithing]], while leather can be made via [[Tailoring]]. |
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]]. |
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==Combat 3.0== |
==Combat 3.0== |
Revision as of 23:26, 16 June 2012
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- Please see Category:Incomplete articles for more articles that are incomplete.
There are several armor classes that may be used.
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.
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.
Hindrance
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.
Hindrance is reduced by skill, with the lower bounds set by the user's armor skillset placement.
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.
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.
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
Armor Crafting
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.
Combat 3.0
Armor will be significantly changed in the combat rewrite. See Combat 3.0 for further details.
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