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Mat stats explanation

Posted: Tue Jan 18, 2005 3:12 pm
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

Re: Mat stats explanation

Posted: Tue Jan 18, 2005 4:00 pm
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.

Re: Mat stats explanation

Posted: Tue Jan 18, 2005 4:34 pm
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?

Re: Mat stats explanation

Posted: Tue Jan 18, 2005 8:40 pm
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.

Re: Mat stats explanation

Posted: Wed Jan 19, 2005 1:36 pm
by blogie
So in sum its bether to max parry for armors? It will last yor armor and yorself longer.

Re: Mat stats explanation

Posted: Wed Sep 14, 2005 9:28 am
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.