just a quick question that probably wont need to much discussion
I've seen q50 heavy armour with 50% protection factor, I have q120 with just over 50% protection factor, obviously swords get get better stats as they go up in quality what stats make an armour better?
its not protection factor as that seems to be within a 5% range no matter what the quality, is it all about dodge/parry mods and HP/Stam boosts?
just participating in B@W club
armours
Re: armours
I might be wrong but isn't it the max amount of damage in slash/blunt/pierce an armour can absorb?
Re: armours
dakhound wrote:just a quick question that probably wont need to much discussion
I've seen q50 heavy armour with 50% protection factor, I have q120 with just over 50% protection factor, obviously swords get get better stats as they go up in quality what stats make an armour better?
its not protection factor as that seems to be within a 5% range no matter what the quality, is it all about dodge/parry mods and HP/Stam boosts?
just participating in B@W club
Hummmm ... armour ...... nice
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Protection factor is a % so its not effect by the QL of the armour only by the material used ..... clue protection factors above 50% (mob mats)
Slash/Smash/Pierce protection are value amounts - again dependant on materials used, however these increase with ql of the armour. The higher the ql of the armour the higher the maximum posible value ... each ql has a max for these. Most armours are basis towards pierce and slash.
Anyone know a mob that has a smash dmg attack?
Dodge and Parry modifier - this is a +/- effector on you dodge/parry skill (- is bad!)
oh by the way did I say I love armours!
Re: armours
Protection factor is just a percentage of the amount of damage that is reduced from each hit. Its determined by type of Armor (light 4-10%, med around 25%, heavy 45-55%) and the mats used.dakhound wrote:I've seen q50 heavy armour with 50% protection factor, I have q120 with just over 50% protection factor, obviously swords get get better stats as they go up in quality what stats make an armour better?
With rising Q, you get better max values in the 3 categories of hit types, smashing, piercing and slashing. These determine the maximum absolute damage the armor can absorb from each hit.
Hope this makes it clear.
Edit: bah a domant question for 10 minutes, then 3 answers in the time frame of 1 min lol.
Sky
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Tryker Crafter
Q200 Jewels, Q180 armor, Q200 amps crafter and user.
Proud member of [url=evolve.guildportal.com]Evolution[/url]
Re: armours
mboeing wrote:Edit: bah a domant question for 10 minutes, then 3 answers in the time frame of 1 min lol.
10 mins.............you lot should be ashamed of yerselves, call yourself trolls
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thanks btw
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Re: armours
ok, now we are on stats
My question: what for are the hitpoints on weapons ?
eg. a 2h sword does have165(211) damage and hitpoints 155 (numbers just guessed)
1) what is the damage in the brakets ?
2) what are hitpoints. eg. a pole might have only 25 damage but 116 hitpoints
My question: what for are the hitpoints on weapons ?
eg. a 2h sword does have165(211) damage and hitpoints 155 (numbers just guessed)
1) what is the damage in the brakets ?
2) what are hitpoints. eg. a pole might have only 25 damage but 116 hitpoints
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Shinto Digging Ltd.
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typing errors are intended and ment for entertainment
Re: armours
dmg u could do if u reach the lvl of the sword
as in a lavel 90 fighter will do but 170(250) dmg as in actually 170 dmg on a ql 110 sword if he was, lvl 110 fighter would do 250
think u can reach at lvl 90 the strenght to wield them
as in a lavel 90 fighter will do but 170(250) dmg as in actually 170 dmg on a ql 110 sword if he was, lvl 110 fighter would do 250
think u can reach at lvl 90 the strenght to wield them
Re: armours
1) answeredmicrix wrote:ok, now we are on stats
My question: what for are the hitpoints on weapons ?
eg. a 2h sword does have165(211) damage and hitpoints 155 (numbers just guessed)
1) what is the damage in the brakets ?
2) what are hitpoints. eg. a pole might have only 25 damage but 116 hitpoints
2) when you fight you equipment wears, the ware rate is base mainly on the differenial between you and the mob you fight. (I has been noted that this is also a factor when fighting mobs of a lower level then you equipment!)
Crafting and harvesting both cause ware on equipment worn!
In balanced groups, groups with a low level player increases the wear rate for the group. Please don't stop inviting mixed level players as working together is what makes the game fun and keeps the crafters in business
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When an items HP=0 it breaks!
When harvesting an crafting, check the HP on you tools, you get no xp using a broken tool! A warning message is displayed, but this can be easily missed.
Re: armours
Ah, ok. I always translated HP on tools to health points. But on wepaons i have hit point. Again a client translation thing.borg9 wrote:1) answered
2) when you fight you equipment wears, the ware rate is base mainly on the differenial between you and the mob you fight. (I has been noted that this is also a factor when fighting mobs of a lower level then you equipment!)
Crafting and harvesting both cause ware on equipment worn!
In balanced groups, groups with a low level player increases the wear rate for the group. Please don't stop inviting mixed level players as working together is what makes the game fun and keeps the crafters in business![]()
Yes, mixed teams are fun. Dont care about worn out gears !! Sooner or later they vanish anyway
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Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
Re: armours
mboeing wrote:Protection factor is just a percentage of the amount of damage that is reduced from each hit. Its determined by type of Armor (light 4-10%, med around 25%, heavy 45-55%) and the mats used.
With rising Q, you get better max values in the 3 categories of hit types, smashing, piercing and slashing. These determine the maximum absolute damage the armor can absorb from each hit.
Hope this makes it clear.
So my armor that has a protectionfactor of 50% and:
pierce: 225
slash: 245
smash: 230
will protect me when I am hit by a mob for 170 damage with 85 damage and when I am hit for 1000 by a ragus, it will protect me for 245?
Hmmmm, makes sense. In a way
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btw: seek smashing damage with non-aggro's like a capry or maybe a Cute? Or even another player with a club
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Frydeswinde
Evolution member.
Founder of the Yubo Liberation Front.
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Ryzom Wiki
MMO's: If I wanted to play with myself, I would grab a magazine and a box of tissues.
Evolution member.
Founder of the Yubo Liberation Front.
Suspected long lost sister of Neun.
Ryzom Wiki
MMO's: If I wanted to play with myself, I would grab a magazine and a box of tissues.