Mat stats explanation

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blogie
Posts: 395
Joined: Wed Dec 01, 2004 11:03 pm

Mat stats explanation

Post by blogie »

Some things arnt clear atm about the stats on armor mats:

Durebility:


Lightnes


Dodge modifier


Parry Modifier


Max slashing protection

Max pearsing protection

Max smashing protection


Maby some of you can explain it all and give some advice
Azal
-Everlasting Newbie-
bcharles
Posts: 110
Joined: Sat Oct 02, 2004 1:08 am

Re: Mat stats explanation

Post by bcharles »

Every time you get in combat your armor wears down a bit. High durability armor wears down more slowly.

Armor with high lightness weighs less.

Parry and Dodge modifiers make it more likely for you to successfully parry and dodge, respectively.

The last three are a little complicated. Armor has a protection factor. Your heavy armor, for example, might have a protection factor of 45%. That means that the armor soaks up 45% of the damage you would have taken. However, there's a cap. The absolute max damage that your armor can soak up is given by the Max. pierce/slash/smash protection stat.

For example, if you had Protection factor 45%, Max Smash Protection 40 armor, and got hit with 60 points of smashing damage, the armor would block 60*.45=27 points of damage. If you took 100 points of smashing damage you'ld have 100*.45 = 45, which is greater than the Max Smash Protection of 40, so the armor would block 40 points.
blogie
Posts: 395
Joined: Wed Dec 01, 2004 11:03 pm

Re: Mat stats explanation

Post by blogie »

bcharles wrote:Every time you get in combat your armor wears down a bit. High durability armor wears down more slowly.

Armor with high lightness weighs less.

Parry and Dodge modifiers make it more likely for you to successfully parry and dodge, respectively.

The last three are a little complicated. Armor has a protection factor. Your heavy armor, for example, might have a protection factor of 45%. That means that the armor soaks up 45% of the damage you would have taken. However, there's a cap. The absolute max damage that your armor can soak up is given by the Max. pierce/slash/smash protection stat.

For example, if you had Protection factor 45%, Max Smash Protection 40 armor, and got hit with 60 points of smashing damage, the armor would block 60*.45=27 points of damage. If you took 100 points of smashing damage you'ld have 100*.45 = 45, which is greater than the Max Smash Protection of 40, so the armor would block 40 points.
So what do you prefer in an armor?

soking up or dodging?
Azal
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usinuk
Posts: 392
Joined: Thu Sep 23, 2004 12:43 am

Re: Mat stats explanation

Post by usinuk »

There's currently a thread in EE about parry/dodge armor.

In general, its very difficult to make heavy armor with a high parry modifier, requiring you to go out and kill numerous specific creatures in order to get there. Its easy to make a heavy armor with high dodge modifier, but that's not as valuable given you are better off using parry at higher levels anyway.

So...the short answer is whatever the customer wants. But I tend to try to maximize dodge/protection/piercing/slashing on anything below q100 armor since they seem to increase survival. After that it gets dicey. Good luck.
blogie
Posts: 395
Joined: Wed Dec 01, 2004 11:03 pm

Re: Mat stats explanation

Post by blogie »

So in sum its bether to max parry for armors? It will last yor armor and yorself longer.
Azal
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douph
Posts: 24
Joined: Wed Dec 29, 2004 11:41 pm

Re: Mat stats explanation

Post by douph »

Those who have to buy their armor should also specify a durability range. Durability is the number of 'hit points' that the armor has and reflects how quickly the armor will wear out.

Most people intend to gain levels and be capable of wearing a higher quality armor relatively quickly, so they aren't too preoccupied with durability. As a crafter, I know I will just make another set that will likely turn out to be even better than the current armor, so I ignore durability completely for personal armor.

Forage specialists, high-level mages who do not fight much, and Fighters who won't be gaining levels in the near future should be mindful of durability. Especially for the very expensive ultra high Q armors.

As for how to calculate item hit points from durability stats - well, I'll work on that one after I finish the 'lightness' study.
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Chtomelji the Merry Matisian Manipulator
Kalehar the Fiery Fyros Forager (abandoned but reincarnated)
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