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armor and weapons queston

Posted: Tue Sep 27, 2005 12:20 pm
by skel1977
Still dont understand the armor and weapons

For one, when i go to the shop some of the armor is colored orange , some isnt and the red i have figured out i cant use.


The stats I dont get either. Every armor has a number and then another number in parenthesis. They also have +30 and other numbers and like 356 next to slash, pierce etc. I dont know what stats i should be lookoing at whebn buying armor

The weapons are the same numbers with parenthesis but also have a minute per hit. IM assuming higher is better?

Re: armor and weapons queston

Posted: Tue Sep 27, 2005 12:31 pm
by ajsuk
Yeah, the higher the better really..
Also check for boosts. (HP, Sap, Stamina, Focus) NPC items don't have these on.

Almost everything you can buy has requirements that depends on your levels.
The 'A' and 'P' buttons are you friend.

This page might help with what requirements are needed, and how to work them out.

Re: armor and weapons queston

Posted: Tue Sep 27, 2005 3:03 pm
by vguerin
skel1977 wrote:Still dont understand the armor and weapons

For one, when i go to the shop some of the armor is colored orange , some isnt and the red i have figured out i cant use.


The stats I dont get either. Every armor has a number and then another number in parenthesis. They also have +30 and other numbers and like 356 next to slash, pierce etc. I dont know what stats i should be lookoing at whebn buying armor

The weapons are the same numbers with parenthesis but also have a minute per hit. IM assuming higher is better?
For HPM, higher is better... for damage on weapons you will see a number in parenthesis, often this is the weapons max... the number not in parenthesis is the damage you can do at your level. You may be able to wield a weapon 20 levels above you, but will not get max bang for your buck til you grow into it.

Bear in mind some of the numbers you see on gear are broke or missing (known bugs). but clearly the biggest thing to look for is probably the bonus (+HP, Sap, etc.). Also Protection Factor & Dodge/Parry... the other resists, tho helpful only apply when taking that particular damage type and are minimally impacting you. Maybe when they revamp some of the absorption things you will want to watch these numbers more.

Re: armor and weapons queston

Posted: Tue Sep 27, 2005 7:29 pm
by madnak
Armor protection against a given attack is defined by two values. The basic protection factor, and the protection vs. the relevant type of attack. The protection factor defines the maximum percentage of damage you can absorb, and the prot vs. defines the maximum amount of damage.

For example, if you have a protection factor of 50% and you get hit for 100 points of damage, the most your armor will absorb is 50 points.

If you have a protection vs. slashing value of 70, the most your armor will absorb is 70 points.

With this kind of armor, you will take 60 points of damage from a 120 point hit (50% of the damage will be absorbed by the armor). From a 150 point hit, you will take 80 points of damage (you armor absorbs 70 points). In other words, the armor will absorb either 50% of the attack or 70 points of damage - whichever is lower.

When you see a number followed by a second number in parentheses, the first number is the equipment value, and the second number is your value when using the equipment. This usually occurs when you are using a weapon of a higher level than your skill with that weapon. If you are using a q100 dagger with 50 damage, but your close combat skill is only 50, you will deal 25 damage with that dagger.

The damage stat will be listed as 50 (25) - the dagger can deal 50 damage, but your skill is too low for that so you will only deal 25 damage with the dagger.

Re: armor and weapons queston

Posted: Tue Sep 27, 2005 7:37 pm
by madnak
Oh yeah, I think DT is right and I got that backwards. The dagger would show 25 (50), not 50 (25). Heh. The lower number is your damage, and the higher number is the weapon damage.

Also a weapon works using hits per minute and damage per hit. If a weapon has 60 hits per minute, it will hit once every second. If it has 30 hits per minute, it will hit once every 2 seconds. It will hit for the damage listed - this can be modified by a number of things such as the opponent's armor or your own stanzas. The "increase damage" stanza will double the weapon damage, for example.

If a weapon has 60 hits per minute and deals 50 damage, you will deal 50 damage every second. If a weapon has 30 hits per minute and deals 100 damage, you will deal 100 damage every two seconds.

If you are using increase damage, the first weapon will use twice as much credit cost because you will have to use the stanza every second. With the second weapon you will only have to use the stanza every 2 seconds. For this reason daggers are much costlier than 2h pikes, for example.

Of course, for any given weapon you want higher damage and higher hits per minute.