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How to pick best armor, pls?

Posted: Fri Dec 17, 2004 2:49 pm
by lily123
Started by looking at protection value. Took highest number. Then learned quality was a factor. Then was told protection against different types of attack was also important. I'm in my usual state of confusion. Is there an easy way to tell whats best?? Can a lower quality piece actually be better, if only for a shorter time? Help!!! Please?

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 2:58 pm
by lyrah68
Armor has MANY more concerns than just protection, although that is a seriously important stat. Dodge is important if you set your mode to dodge, if not you need a HIGH parry stat weapon.

Also if you look at the "bonuses" on the bottom of the armor info you will see piercing protection, blunt protection, slashing protection (prolly NOT in that order but you know what I mean). Those matter when you are hunting different mobs, since they use different means to hurt you. I admit to not knowing which mobs use what style of damage.

Think ballance, if you have MAX blunt but piercing is feeble, then I would COUNT on every piercer in the world finding me while I had that suit on. Also you could look at where you are hit most often (logs might help here) and go with best armor there and lesser armor on infrequently hit spots.

I wish I had a definative on how armor protects, what protection in general stops, and how the bonuses affect protection against them.

First off, once you are off the mainland, you can use ANY Q light armor, which matters due to stat bonuses. BUT you can only use medium or heavy based off your strength I think, which is based on your level and whether or not you bought the stat upgrades (which you should ASAP).

The "Best" isn't as easy in Ryzom as it is in EQ. Ac was ac, period. And if the AC was higher, the stats normally were too.

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 2:59 pm
by borg9
lily123 wrote:Started by looking at protection value. Took highest number. Then learned quality was a factor. Then was told protection against different types of attack was also important. I'm in my usual state of confusion. Is there an easy way to tell whats best?? Can a lower quality piece actually be better, if only for a shorter time? Help!!! Please?



Light offers 10% (needs to check) protection upto the value in the damage type on the armour itself.
Medium offer 25%
Heavy 50%

The higher the QL or the armour, the high the possible value on each item.

However, if low grade mats are used on a high QL peice of armour it may give less max protection than high grade msta on a lower QL peice of armour.

**Confussed*** Welcome the the complexities of Ryzom, huge number of variables = very complex system.....

It would not be possible to go into all the detail on this thread ... and would take for every to type :P

General rule:

Higher the QL of the armour, the better the protection .... find a good crafter and stick with them as a customer. Its the crafters job to know about mats, and the harvesters job to know about where to find them. :D

Get youself a nice set of armour, then try to upgrade it with something better each time.

'Better' is down to you ... it depends on what you plan to fight and what role you chose to carry out.

Don't use magic in Hvy or Tank in light, best to experiment really.

Have fun while you try things out, and whats the worse that can happen, you die you respawn and you get all little DP and a bit on Knowledge.

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 3:16 pm
by lily123
Two excellant responses! It clears it up for me as well as this complex system can be cleared up. As said, in EQ AC was AC! Not so here it seems. Every time I start to think this is just EQ light I'm pleasantly surprised. 30 minutes till I can go experiment more! Thank folks. Woulda probably quit by now if not for the knowledge of this board and the friendly understanding peeps on it!,

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 3:26 pm
by borg9
lily123 wrote:Two excellant responses! It clears it up for me as well as this complex system can be cleared up. As said, in EQ AC was AC! Not so here it seems. Every time I start to think this is just EQ light I'm pleasantly surprised. 30 minutes till I can go experiment more! Thank folks. Woulda probably quit by now if not for the knowledge of this board and the friendly understanding peeps on it!,


I personally feel that the point missed by the majority of players, which I beleive you are starting to see a bit more clearly, is Ryzom is made up of millions of very very simple components:

Mats and there properties
Races and the cultures
Tribes and the relations
Mobs and the behaviour


each of these components when focused on at their lowest level of detail can be understood give time and patience.

However the complexity lies in how the are combined together....

Take a pair of light boots for example ..... nothing simpler than a pair of boots :D

but those boots are made of 8 individual materials. Those materials can be harvester or quartered from kills. Then combined to make thousands of different types of boots.

Anyone who says they understand Ryzom completely has not looked hard enough at the detail. These are just the game mechanics ... soon, and its already started in patch 2a, we have lore and quests just to add even more complexity.

My favourite thing is that ... you can ignore all the complexity and still enjoy the game for what it is and have fun.

just my 2 cents (pennies from where I come form :P )

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 4:46 pm
by dc77066
borg9 wrote:I personally feel that the point missed by the majority of players, which I beleive you are starting to see a bit more clearly, is Ryzom is made up of millions of very very simple components:
...

RLOL, you're not kidding. Our guildies have racked our brains senseless trying to figure how crafted items get their final stats. Every time we think we are close to publishing a crafting tool we find an anomaly (components modifing stats of which it doesn't have stats for). Every time we find a pattern in how DP is generated, it changes. Even the DP repayment formula isn't exact (approximately equal to experienced gained * (skill level used / 10)). Add that to the misleading entries in the manual (Cutes and Trykers get along!!??!!) and the new conflicts in our Lore, History and our Tribal Agenda one thing is certain: The game isn't supposed to be easy to figure out.

The game like the environment of Atys isn't static. Its perfectly reasonable to have a q100 sword that can't cut butter and a q50 sword that can slice through the toughest kitin (bring a healer!). That you run through the forest until your armor falls off but your jewelry will remain as shiny as the day you bought it. That you can wear q250 light armor with 625 HP bonus the moment you step on the mainland (bring lots of dapper!). That you can walk out of the wrong exit of Zora and get ravaged by L200 mobs. That your packer can travel with you through portals but the Karavan and Kami won't allow animals as carry-on. That all Kitin start with "K" but Karavans and the Kamis aren't Kitin... or are they!??!

Just enjoy the game! :)

Re: How to pick best armor, pls?

Posted: Fri Dec 17, 2004 5:25 pm
by madnak
There are a few stats you want to look at in armors (right click the armor).

Hit points: Armor hit points define how long it will take for your armor to wear out.

Requirement: This tells you what statistics you need in order to wear the armor.

Dodge and Parry Skill Modifiers: These explain how the armor affects your dodge and parry chances.

Action Penalty: Medium and heavy armors carry action penalties. That means every action you take will cost more, have a lower range, etc.

Protection: This is the maximum ratio of damage you can absorb. If your protection is 50% and an enemy hits for 20 damage, the most you can absorb is 10 damage (even if your max protection is 300).

Max vs. Type: This is the maximum amount of damage your armor can absorb from a weapon type. If you have a max vs. slash of 5, and an enemy slashes you for 20 damage, you will absorb 5 damage (even if your armor has 50%).

Stat Bonus: Armor can raise the value of your vital statistics (hit points, focus, sap, and stamina).


So for protection, if you have a set of heavy armor with 50% protection and 20 max protect versus all damage types:

If an enemy hits you for 300 damage, your armor will absorb 20 (max possible for any type). You will take 280.

If an enemy hits you for 10 damage, your armor will absorb 5 (50%, biggest ratio). You will take 5.

If an enemy hits you for 34 damage your armor will absorb 17 (50% again, which is still lower than your maximum 20 damage). You will take 17.

If an enemy hits you for 42 damage your armor will absorb 20 (the most possible). You will take 22.

Re: How to pick best armor, pls?

Posted: Sat Dec 18, 2004 12:38 am
by josephm
High Parry and dodge modifiers are often sought out as well. These essentially negate an entire attack when they land. Before selecting armor take a gander at your personal window (default key: P) and look at your scores. Typically Dodge will be higher.

Unfortunately the numeral factors for dodge and parry are not displayed in armor information. Only the crafter knows how much Dodge/Parry (self and adversary) are available Generally they will be nice and pour in as much dodge or parry as possible. I go by grades. Excellent Parry armor will likely have max parry and a lot of other nice attributes. Basic I doubt. Basic is still good if you want affordable armor that will last a long time because it is at a higher quality (level 80 but Q100 armor).

edit:

With basic I prefer protection factor and an even spread of smash/pierce/slash.

I'm not sure what kind of damage mobs do but I assume that is has to do with the type of mats they drop. A messab for example, drops counterweights, so I would assume smash protection to be the most effective for heavy duty messab hunting. However pierce/slash is harder because the mats for blades and points are the same.

If the encyclopedia doesn't give such information on each animal, the only thing I can assume a feasible test is to buy one max pierce and one max slash set. Go to different mobs and test the armor against their hits.

Re: How to pick best armor, pls?

Posted: Sat Dec 18, 2004 5:45 am
by yuritau
dc77066 wrote:Even the DP repayment formula isn't exact (approximately equal to experienced gained * (skill level used / 10)).


The internal math is probably computed based on the total XP of that skill, not just the level #. So for a level 100 harvester, it's unlikely to be as simple as xp * 100/10. Instead it'd be something like XP * 100.2046/10.

dc77066 wrote:That all Kitin start with "K" but Karavans and the Kamis aren't Kitin... or are they!??!


ROFL

Re: How to pick best armor, pls?

Posted: Sat Dec 18, 2004 11:06 pm
by lyrah68
I can make light armor break the magic 10% mark. Hint, sometimes, quartered mats are better. In Fyros lands, try the ligaments, in Tryker it was tails, I forget which it was. Check the materials dropped, and just make sure that they are all as CLOSE to each other as possible. I noticed if mats have a Q level further apart than ten or 15 that your mess ups go up, sometimes WAY up.

Plus, your results are based on your LOWEST Q material (put a q10 into a Q20 pattern and you get "degraded results" including lost xp).

And don't ever worry about asking questions, the more you ask, the sooner/more you learn. Besides most of us enjoy helping others, seems to be the norm for this community. (thank goodness!)