armours

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dakhound
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armours

Post by dakhound »

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?

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elyxka
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Re: armours

Post by elyxka »

I might be wrong but isn't it the max amount of damage in slash/blunt/pierce an armour can absorb?
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borg9
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Re: armours

Post by borg9 »

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 :D

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!
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mboeing
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Re: armours

Post by mboeing »

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?
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.

Edit: bah a domant question for 10 minutes, then 3 answers in the time frame of 1 min lol.
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dakhound
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Re: armours

Post by dakhound »

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 ;)

thanks btw :) will have to check I'm not wearing crap armour when I get back fom work :)
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micrix
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Re: armours

Post by micrix »

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
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archerke
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Joined: Mon Jan 24, 2005 3:23 pm

Re: armours

Post by archerke »

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
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borg9
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Re: armours

Post by borg9 »

micrix 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
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 :P

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.
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micrix
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Re: armours

Post by micrix »

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 :P
Ah, ok. I always translated HP on tools to health points. But on wepaons i have hit point. Again a client translation thing.

Yes, mixed teams are fun. Dont care about worn out gears !! Sooner or later they vanish anyway :) Some strategies even base on mixed.
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hans1976
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Re: armours

Post by hans1976 »

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 ;)

btw: seek smashing damage with non-aggro's like a capry or maybe a Cute? Or even another player with a club :D
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