Armor: Difference between revisions

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There are several armor classes that may be used.
There are several armor classes that may be used.


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*[[Heavy Plate skill|Heavy Plate]]
*[[Heavy Plate skill|Heavy Plate]]


==Protection/Absorbance==
There are several aspects to armor:
*Maneuvering hindrance
*Protection
*Absorption
*Stealth hindrance

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.
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.
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. 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.
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===
The armor types are Cloth and Leather, Light and Heavy Chain, Light and Heavy Plate, and Bone. Bone has no pair. Wearing pieces of armor in a pair induces no "mixing penalty", it only occurs when you cross groups.
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.
There is no armor mixing penalty to stealth hindrance. ~ GM [[Zeyurn]] [http://www.play.net/forums/messages.asp?forum=20&category=4&topic=10&message=19551]


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]] [https://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=118]
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==
When forging armor, each item type has a minimum weight cap that can be attained, listed in stones. ([http://www.play.net/forums/messages.asp?forum=20&category=4&topic=12&message=5938 Oolan])
Metal armor and shields can be made through [[Armorsmithing]], while leather can be made via [[Tailoring]].


==Combat 3.0==
*Metal Breastplate - 180<br>
Armor will be significantly changed in the combat rewrite. See [[Combat 3.0]] for further details.
*Half Plate - 300<br>
*Field Plate Armor - 300<br>
*Full Plate Armor - 420<br>
*Bascinet Helm - 72<br>
*Visored Helm - 102<br>
*Armet Helm - 90<br>
*Great Helm - 120<br>
*Scale Tasset - 78<br>
*Plate Tasset - 90<br>
*Scale Aventail - 54<br>
*Plate Aventail - 66<br>
*Plate Greaves - 60<br>
*Scale Vambraces - 54<br>
*Plate Vambraces - 60<br>
*Gauntlets - 30<br>
*Chain Shirt - 150<br>
*Chain Hauberk - 240<br>
*Double Chain Mail - 300<br>
*Full Chain Shirt - 210<br>
*Augmented Hauberk - 300<br>
*Chain Lorica - 150<br>
*Chain Helm - 60<br>
*Full Chain Helm - 60<br>
*Chain Tasset - 90<br>
*Chain Aventail - 60<br>
*Chain Greaves - 18<br>
*Chain Vambraces - 60<br>
*Mail Gloves - 27<br>


{{RefAl|a=y}}
==Links==
*[[:Category:Armor Skillset]]
*[[:Category:Armor Skillset]]
{{RefAl}}

Revision as of 21:44, 15 January 2012

Incomplete Article
  • This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.


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 can be made via Tailoring.

Combat 3.0

Armor will be significantly changed in the combat rewrite. See Combat 3.0 for further details.


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